MENU
(Logout)
Login: EU NA ASIA

Closed test 14.10 - New Ships and Commonwealth Unique Commander

Captains!
In this Development Blog, we are thrilled to announce a new branch of European battleships, a pair of Premium Ships, as well as the first Commonwealth Unique Commander.

New European Battleships

A new branch of researchable ships is on the horizon in World of Warships European "pocket battleships"! Starting at Tier IV, it will feature seven ships, including Yavuz Sultan Selim, Chios, Enigheten, Gustav den Store, and Thor, which we are ready to present now. We will share details and images of Tier V Tegetthoff and Tier VI Laudon later.

The new branch presents battleships of several European nations with smaller naval powers. Specifically, at the lower Tiers, you will find both historical and hypothetical steel giants of the Mediterranean navies of Austria-Hungary, Türkiye, and Greece during World War I and the interwar period. The higher Tiers shift the spotlight to hypothetical developments of Swedish shipbuilding, which was one of the few nations in Western Europe capable of building major ships at the onset of World War II.

The new European battleships rely on an array of armament and equipment to tip the balance of battle in their favor, instead of going all-in on the big guns. Indeed, their smaller-caliber main battery guns are not their immediate weapon of choice due to long reload times and mediocre maximum range. That said, at the top of the branch, Tier X Thor stands out for her great ballistics, making her more forgiving and rewarding when landing shots. Importantly, all these vessels feature powerful torpedo armament. At the lower tiers, they have underwater torpedo launchers, typical of World War I, which, up until Tier VII, are few and a bit slow. From Tier VIII onward, though, their torpedoes become more powerful in terms of speed, damage, and launching angles enough to make enemies think twice before closing the distance.

Another feature to boast: European battleships have very low detectability for their ship type and on higher Tiers pretty good speed, which gets even better with their time-based Emergency Engine Power consumable (available from Tier V). It offers a significant speed boost, though only for a short duration. Starting from Tier VIII these warships get access to Surveillance Radar as well.

At the same time, European battleships have relatively small HP pools, which means they have to choose their fights carefully. To somewhat counterbalance this offset, they have quite good armor.

In-game, European battleships are deadly and stealthy though rather fragile predators. Take advantage of your concealment and Surveillance Radar to get closer to a chosen target and strike with your guns, and follow it up with a torpedo salvo. Use your high speed and Emergency Engine Power to quickly relocate or get away from the retaliation, which can be painful in your case. Check your surroundings and watch out for long-range titans, as these ships are vulnerable to broadside attacks.

European battleship Yavuz Sultan Selim, Tier IV

Yavuz Sultan Selim

Yavuz Sultan Selim started out as the Moltke-Class battlecruiser SMS Goeben, being a general improvement over the first Imperial German Navy Battlecruiser, Von Der Tann. She served with the Light Cruiser SMS Breslau as the German Mediterranean Division, and patrolled the waters during the Balkan Wars. At the outbreak of World War I, both ships bombarded targets in French North Africa, and were then swiftly pursued by allied warships all the way to Constantinople. Due to the British seizure of two Ottoman dreadnoughts under construction, the German ships were transferred to the Ottoman Navy, helping to tilt still non-belligerent Ottoman Empire's favor toward the Central Powers.

She took part in several engagements with Russian Forces in the Black Sea, sinking several ships and taking heavy damage from mines. Retained in service of the new Turkish Republic after World War I, she served as the flagship of the Turkish Navy until her retirement in 1950 and later scrapping in 1973. At the time, she was the last battlecruiser in the world and the last capital ship of the Imperial German Navy to be scrapped.

Yavuz Sultan Selim

European battleship Yavuz Sultan Selim, tier IV

Survivability:

  • Hit points - 37,600.
  • Plating - 19 mm.
  • Torpedo protection - 16 %.

Artillery:
Main battery - 5x2 283 mm.

  • Firing range - 16.3 km.
  • Maximum HE shell damage - 3,900. HE shell armor penetration - 47 mm. Chance to cause fire - 20%. HE initial velocity - 880 m/s.
  • Maximum AP shell damage - 7,250. AP initial velocity - 880 m/s.
  • Reload time - 30 s.
  • 180-degree turn time - 40 s.
  • Maximum dispersion - 223 m.
  • Sigma - 1.80.

Torpedoes: Torpedo tubes - 4x1 500 mm.

  • Maximum damage - 13,100.
  • Range - 6 km.
  • Speed - 60 kt.
  • Reload time - 100 s.
  • Launcher 180-degree turn time - 15 s.
  • Torpedo detectability - 1.5 km.

Secondary Armament:
12x1 150.0 mm

  • Maximum range - 4 km.
  • Reload time - 8.6 s.
  • Maximum HE shell damage - 1,800. Chance to cause fire - 10%. HE initial velocity - 835 m/s. HE shell armor penetration - 38 mm.

4x1 88.0 mm

  • Maximum range - 4 km.
  • Reload time - 4 s.
  • Maximum HE shell damage - 1,000. Chance to cause fire - 4%. HE initial velocity - 890 m/s. HE shell armor penetration - 15 mm.

AA defense: 4x1 88.0 mm., 8x1 7.9 mm.

  • AA defense short-range: continuous damage per second - 60, hit probability - 70 %, action zone - 1.5 km;
  • AA defense long-range: continuous damage per second - 18, hit probability - 75 %, action zone - 4.6 km;
  • Number of explosions in a salvo - 1, damage within an explosion - 770, action zone 3.5 - 4.6 km.

Maneuverability:

  • Maximum speed - 25.5 kt.
  • Turning circle radius - 650 m.
  • Rudder shift time - 12.2 s.

Concealment:

  • Surface detectability - 11.4 km.
  • Air detectability - 9.5 km.
  • Detectability after firing main guns in smoke - 8.4 km.

Available consumables:

  • 1 slot - Damage Control Party
    • Duration time - 15 s;
    • Reload time - 80 s;
    • Equipment is unlimited
  • 2 slot - Repair Party
    • Duration time - 28 s;
    • HP per second - 188;
    • Reload time - 80 s;
    • Charges - 4

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

European battleship Chios, Tier VII

Chios

A Mackensen-class battlecruiser that could have been given to Greece after World War I as compensation for the ordered but unfinished battleship Salamis. The ship was named in honor of the victory of the Greek army and navy in the Battle of Chios in 1912 1913.

Chios

European battleship Chios, tier VII

Survivability:

  • Hit points - 52,200.
  • Plating - 26 mm.
  • Torpedo protection - 22 %.

Artillery:
Main battery - 4x2 350 mm.

  • Firing range - 19.1 km.
  • Maximum HE shell damage - 4,850. HE shell armor penetration - 58 mm. Chance to cause fire - 27.0%. HE initial velocity - 815 m/s.
  • Maximum AP shell damage - 10,600. AP initial velocity - 815 m/s.
  • Reload time - 30 s.
  • 180-degree turn time - 40 s.
  • Maximum dispersion - 251 m.
  • Sigma - 1.80.

Airstrike (DC):

  • Reload time - 25 s.
  • Available flights - 2.
  • Number of Aircraft in Attacking Flight - 1.
  • Maximum range - 9 km.
  • Number of Bombs in Payload - 1.
  • Maximum bomb damage - 3,400.

Torpedoes:
Torpedo tubes - 5x1 600 mm.

  • Maximum damage - 18,433.
  • Range - 9 km.
  • Speed - 60 kt.
  • Reload time - 100 s.
  • Launcher 180-degree turn time - 15 s.
  • Torpedo detectability - 1.5 km.

Secondary Armament:
14x1 150.0 mm

  • Maximum range - 5.6 km
  • Reload time - 7.5 s.
    Maximum HE shell damage - 2,200. Chance to cause fire - 13%. HE initial velocity - 835 m/s. HE shell armor penetration - 25 mm.

8x2 100.0 mm

  • Maximum range - 5.6 km
  • Reload time - 6 s.
    Maximum HE shell damage - 1,500. Chance to cause fire - 6%. HE initial velocity - 850 m/s. HE shell armor penetration - 17 mm.

AA defense: 10x4 40.0 mm., 14x2 20.0 mm., 8x2 100.0 mm.

  • AA defense short-range: continuous damage per second - 182, hit probability - 70 %, action zone - 2 km;
  • AA defense mid-range: continuous damage per second - 284, hit probability - 75 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 70, hit probability - 75 %, action zone - 4.6 km;
  • Number of explosions in a salvo - 3, damage within an explosion - 1,120, action zone 3.5 - 4.6 km.

Maneuverability:

  • Maximum speed - 28 kt.
  • Turning circle radius - 780 m.
  • Rudder shift time - 13 s.

Concealment:

  • Surface detectability - 13.1 km.
  • Air detectability - 10 km.
  • Detectability after firing main guns in smoke - 11.5 km.

Available consumables:

  • 1 slot - Damage Control Party
    • Duration time - 15 s.
    • Reload time - 80 s.
    • Equipment is unlimited
  • 2 slot - Repair Party
    • Duration time - 28 s.
    • HP per second - 261.
    • Reload time - 80 s.
    • Charges - 4.
  • 3 slot - Emergency Engine Power
    • Total usage time - 90 s.
    • Reload time - 30 s.
    • Minimum usage time - 15 s.
    • Bonus to maximum speed - +20%.

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

European battleship Enigheten, Tier VIII

Enigheten

Mid-size battleship that could have been designed and built in Sweden in the first half of the 1940s as part of one of the emergency programs to strengthen the navy in the face of the country's threat to become involved in World War II. The battleship inherited her name, Enigheten (“Unity”), from an 18th-century ship-of-the-line of the Royal Swedish Navy.

Enigheten

European battleship Enigheten, tier VIII

Survivability:

  • Hit points - 54,700.
  • Plating - 32 mm.
  • Torpedo protection - 22 %.

Artillery:
Main battery - 3x3 381 mm.

  • Firing range - 19.9 km.
  • Maximum HE shell damage - 5,100. HE shell armor penetration - 64 mm. Chance to cause fire - 24.0%. HE initial velocity - 750 m/s.
  • Maximum AP shell damage - 11,400. AP initial velocity - 750 m/s.
  • Reload time - 30 s.
  • 180-degree turn time - 40 s.
  • Maximum dispersion - 259 m.
  • Sigma - 1.70.

Airstrike (DC):

  • Reload time - 30 s.
  • Available flights - 2.
  • Number of Aircraft in Attacking Flight - 1.
  • Maximum range - 10 km.
  • Number of Bombs in Payload - 2.
  • Maximum bomb damage - 4,200.

Torpedoes:
Torpedo tubes - 2x4 533 mm.

  • Maximum damage - 17,500.
  • Range - 10 km.
  • Speed - 65 kt.
  • Reload time - 100 s.
  • Launcher 180-degree turn time - 7.2 s.
  • Torpedo detectability - 1.5 km.

Secondary Armament:
4x2 120.0 mm

  • Maximum range - 6.6 km
  • Reload time - 3 s.
  • Maximum HE shell damage - 1,700. Chance to cause fire - 7%. HE initial velocity - 850 m/s. HE shell armor penetration - 20 mm.

AA defense: 14x4 40.0 mm., 4x2 120.0 mm.

  • AA defense mid-range: continuous damage per second - 382, hit probability - 75 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 119, hit probability - 75 %, action zone - 6 km;
  • Number of explosions in a salvo - 5, damage within an explosion - 1540, action zone 3.5 - 6 km.

Maneuverability:

  • Maximum speed - 30 kt.
  • Turning circle radius - 790 m.
  • Rudder shift time - 14.1 s.

Concealment:

  • Surface detectability - 13.8 km.
  • Air detectability - 9.6 km.
  • Detectability after firing main guns in smoke - 13.0 km.

Available consumables:

  • 1 slot - Damage Control Party
    • Duration time - 15 s.
    • Reload time - 80 s.
    • Equipment is unlimited.
  • 2 slot - Repair Party
    • Duration time - 28 s.
    • HP per second - 273.5.
    • Reload time - 80 s.
    • Charges - 4.
  • 3 slot - Surveillance Radar
    • Duration time - 30 s.
    • Detection of ships - 10 km.
    • Reload time - 120 s.
    • Charges - 2.
  • 4 slot - Emergency Engine Power
    • Total usage time - 105 s.
    • Reload time - 30 s.
    • Minimum usage time - 15 s.
    • Bonus to maximum speed - +25%.

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

European battleship Gustav den Store, Tier IX

Gustav den Store

A fast battleship capable of confronting the capital ships of Sweden's potential adversaries, which could have been ordered as part of an emergency shipbuilding measure at the height of World War II. Her main armament nine 381 mm guns is supplemented by the dual-purpose and AA artillery systems that the Swedish Navy had in the early 1940s.

The ship is named in honor of the great Swedish king of the 17th century, a name inherited from a ship-of-the-line of the 19th century.

Gustav den Store

European battleship Gustav den Store, tier IX
Survivability:

  • Hit points - 62,700.
  • Plating - 32 mm.
  • Torpedo protection - 20 %.

Artillery:
Main battery - 3x3 381 mm.

  • Firing range - 20.8 km.
  • Maximum HE shell damage - 5,100. HE shell armor penetration - 64 mm. Chance to cause fire - 24.0%. HE initial velocity - 750 m/s.
  • Maximum AP shell damage - 11,400. AP initial velocity - 750 m/s.
  • Reload time - 30 s.
  • 180-degree turn time - 40 s.
  • Maximum dispersion - 268 m.
  • Sigma - 1.80.

Airstrike (DC):

  • Reload time - 30 s.
  • Available flights - 2.
  • Number of Aircraft in Attacking Flight - 1.
  • Maximum range - 10 km.
  • Number of Bombs in Payload - 2.
  • Maximum bomb damage - 4,200.

Torpedoes:
Torpedo tubes - 4x3 533 mm.

  • Maximum damage - 17,500.
  • Range - 12 km.
  • Speed - 65 kt.
  • Reload time - 100 s.
  • Launcher 180-degree turn time - 7.2 s.
  • Torpedo detectability - 1.5 km.

Secondary Armament:
4x2 120.0 mm

  • Maximum range - 7 km
  • Reload time - 3 s.
  • Maximum HE shell damage - 1,700. Chance to cause fire - 7%. HE initial velocity - 850 m/s. HE shell armor penetration - 20 mm.

AA defense: 10x1 40.0 mm., 4x2 120.0 mm.

  • AA defense mid-range: continuous damage per second - 441, hit probability - 75 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 119, hit probability - 75 %, action zone - 6 km;
  • Number of explosions in a salvo - 5, damage within an explosion - 1,610, action zone 3.5 - 6 km.

Maneuverability:

  • Maximum speed - 31 kt.
  • Turning circle radius - 840 m.
  • Rudder shift time - 15.2 s.

Concealment:

  • Surface detectability - 14.1 km.
  • Air detectability - 10 km.
  • Detectability after firing main guns in smoke - 13.3 km.

Available consumables:

  • 1 slot - Damage Control Party
    • Duration time - 15 s.
    • Reload time - 80 s.
    • Equipment is unlimited.
  • 2 slot - Repair Party
    • Duration time - 28 s.
    • HP per second - 313.5.
    • Reload time - 80 s.
    • Charges - 4.
  • 3 slot - Surveillance Radar
    • Duration time - 30 s.
    • Detection of ships - 10 km.
    • Reload time - 120 s.
    • Charges - 3.
  • 4 slot - Emergency Engine Power
    • Total usage time - 120 s.
    • Reload time - 30 s.
    • Minimum usage time - 15 s.
    • Bonus to maximum speed - +25%.

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

European battleship Thor, Tier X

Thor

A hypothetical design of a powerful battleship with a 406 mm main battery and the most modern AA systems of the post-war period. The development and implementation of the project at the turn of the 1940s and 1950s could have supported Sweden's status as the strongest Baltic naval power at that time.

The battleship was named after the legendary god from the Norse mythology, inheriting it from the coastal defense ship that served in the Swedish Navy from the late 1890s to the late 1930s.

Thor

European battleship Thor, tier X

Survivability:

  • Hit points - 72,700.
  • Plating - 32 mm.
  • Torpedo protection - 21 %.

Artillery:
Main battery - 3x3 406 mm.

  • Firing range - 21.7 km.
  • Maximum HE shell damage - 5,700. HE shell armor penetration - 68 mm. Chance to cause fire - 36.0%. HE initial velocity - 900 m/s.
  • Maximum AP shell damage - 13,650. AP initial velocity - 900 m/s.
  • Reload time - 30 s.
  • 180-degree turn time - 40 s.
  • Maximum dispersion - 277 m. Sigma - 1.80.

Airstrike (DC):

  • Reload time - 30 s.
  • Available flights - 2.
  • Number of Aircraft in Attacking Flight - 1.
  • Maximum range - 11 km.
  • Number of Bombs in Payload - 2.
  • Maximum bomb damage - 4,900.

Torpedoes:
Torpedo tubes - 4x4 533 mm.

  • Maximum damage - 17,500.
  • Range - 12 km.
  • Speed - 70 kt.
  • Reload time - 100 s.
  • Launcher 180-degree turn time - 7.2 s.
  • Torpedo detectability - 1.5 km.

Secondary Armament:
6x2 120.0 mm

  • Maximum range - 7.3 km
  • Reload time - 1.3 s.
  • Maximum HE shell damage - 1750. Chance to cause fire - 8%. HE initial velocity - 825 m/s. HE shell armor penetration - 20 mm.

AA defense: 8x1 40.0 mm., 2x2 57.0 mm., 6x2 120.0 mm.

  • AA defense mid-range: continuous damage per second - 484, hit probability - 75 %, action zone - 4 km;
  • AA defense long-range: continuous damage per second - 399, hit probability - 75 %, action zone - 6 km;
  • Number of explosions in a salvo - 14, damage within an explosion - 1890, action zone 3.5 - 6.0 km.

Maneuverability:

  • Maximum speed - 33 kt.
  • Turning circle radius - 840 m.
  • Rudder shift time - 16.3 s.

Concealment:

  • Surface detectability - 14.6 km.
  • Air detectability - 10 km.
  • Detectability after firing main guns in smoke - 14.5 km.

Available consumables:

  • 1 slot - Damage Control Party
    • Duration time - 15 s.
    • Reload time - 80 s.
    • Equipment is unlimited
  • 2 slot - Repair Party
    • Duration time - 28 s.
    • HP per second - 363.5.
    • Reload time - 80 s.
    • Charges - 4.
  • 3 slot - Surveillance Radar
    • Duration time - 30 s.
    • Detection of ships - 10 km.
    • Reload time - 120 s.
    • Charges - 3
  • 4 slot - Emergency Engine Power
    • Total usage time - 135 s.
    • Reload time - 30 s.
    • Minimum usage time - 15 s.
    • Bonus to maximum speed - +25%.

All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

New Premium Ships

European battleship Turgut Reis, Tier VIII

Turgut Reis

The ship is named after a famous Ottoman naval commander. In the first third of the 20th century, this name was borne by one of the pre-dreadnought battleships of the Ottoman Navy.

Turgut Reis is armed with powerful 419mm main guns with an unusual layout: two double-barreled turrets in the bow and one triple-barreled in the stern. Unlike the new Tech tree European battleships, Turgut Reis bets more on her main guns and their power. While their maximum range is moderate and reload time is long, she has pretty good accuracy to strike the enemy right in their heart. That said, although she's equipped with torpedoes, they are only your weapon of last resort.

Turgut Reis is a fast ship and has good concealment for her Tier, allowing effective tactical repositioning in battle to find the best target for her seven guns. Surveillance Radar with a fast reload and short duration will help you with this as well.

Additionally, the fast-reloading Radar can help scan for looming threats often. As she has a small HP pool like her Tech Tree counterparts and her armor is somewhat weak, you want to detect possible threats beforehand and avoid them.

In battle, you should play at medium range and pick carefully where to strike with your highly accurate guns and make every shot count. Use your speed and low detectability to escape especially dangerous situations and abstain from duels with more durable enemy battleships.

Turgut Reis

European battleship Turgut Reis, tier VIII

Survivability:

  • Hit points - 59,200.
  • Plating - 32 mm.
  • Torpedo protection - 13 %.

Artillery:
Main battery - 1x3 419 mm.

  • Firing range - 18.5 km.
  • Maximum HE shell damage - 6,150. HE shell armor penetration - 70 mm. Chance to cause fire - 47.0%. HE initial velocity - 792 m/s.
  • Maximum AP shell damage - 13,050. AP initial velocity - 747 m/s.
  • Reload time - 35 s.
  • 180-degree turn time - 30 s.
  • Maximum dispersion - 203 m.
  • Sigma - 1.90.

Main battery - 2x2 419 mm.

  • Firing range - 18.5 km.
  • Maximum HE shell damage - 6,150. HE shell armor penetration - 70 mm. Chance to cause fire - 47.0%. HE initial velocity - 792 m/s.
  • Maximum AP shell damage - 13,050. AP initial velocity - 747 m/s.
  • Reload time - 35 s.
  • 180-degree turn time - 30 s.
  • Maximum dispersion - 203 m.
  • Sigma - 1.90.

Airstrike (DC):

  • Reload time - 30 s.
  • Available flights - 2.
  • Number of Aircraft in Attacking Flight - 1.
  • Maximum range - 10 km.
  • Number of Bombs in Payload - 2.
  • Maximum bomb damage - 4,200.

Torpedoes:
Torpedo tubes - 4x1 533 mm.

  • Maximum damage - 17,500.
  • Range - 6 km.
  • Speed - 70 kt.
  • Reload time - 80 s.
  • Launcher 180-degree turn time - 15 s.
  • Torpedo detectability - 1.5 km.

Secondary Armament:
4x2 113.0 mm

  • Maximum range - 6.6 km.
  • Reload time - 5 s.
  • Maximum HE shell damage - 1,700. Chance to cause fire - 8%. HE initial velocity - 746 m/s. HE shell armor penetration - 19 mm.

12x2 152.0 mm

  • Maximum range - 6.6 km,
  • Reload time - 12 s.
  • Maximum HE shell damage - 2,150. Chance to cause fire - 9%. HE initial velocity - 884 m/s. HE shell armor penetration - 25 mm.

AA defense: 8x2 40.0 mm., 32x2 20.0 mm., 4x2 113.0 mm.

  • AA defense short-range: continuous damage per second - 403, hit probability - 70 %, action zone - 2 km;
  • AA defense mid-range: continuous damage per second - 312, hit probability - 75 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 42, hit probability - 75 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 2, damage within an explosion - 1,330, action zone 3.5 - 5.8 km.

Maneuverability:

  • Maximum speed - 31.9 kt.
  • Turning circle radius - 950 m. Rudder shift time - 14.9 s.

Concealment:

  • Surface detectability - 14.8 km.
  • Air detectability - 10 km.
  • Detectability after firing main guns in smoke - 15.1 km.

Available consumables:

  • 1 slot - Damage Control Party
    • Duration time - 15 s.
    • Reload time - 80 s.
    • Equipment is unlimited
  • 2 slot - Repair Party
    • Duration time - 28 s.
    • HP per second - 296.
    • Reload time - 80 s.
    • Charges - 4.
  • 3 slot - Surveillance Radar
    • Duration time - 15 s.
    • Detection of ships - 10 km.
    • Reload time - 90 s.
    • Charges - 4.

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

Italian cruiser Messina, Tier IX

Messina

The ship, whose design is based on a heavy cruiser’s hull, is named after one of the important coastal cities in Sicily.

Messina carries nine 152-mm dual-purpose main battery guns placed in three triple turrets armed with only SAP shells but capable of dishing out considerable damage per minute over medium range. Combine this with the ship's high speed for a cruiser and a decent concealment, and you get a light cruiser suitable for quick and stealthy repositioning while peppering opponents with a steady stream of shells at range.

But that doesn't mean that Messina only shines in artillery shell exchanges. She is equipped with heavily damaging torpedoes on both sides as well as improved Hydroacoustic Search with a longer range, to take the battle right to the enemy's doorstep. Moreover, her Exhaust Smoke Generator could help to bring her closer to unsuspecting foes and get out of harm's way if it gets too hot.

In general, Messina will find her place in the fleet of a captain who prefers to battle on medium range with maneuvering and fast shooting ships but doesn't mind getting in closer-quarter fights when the situation arises.

Messina

Italian cruiser Messina, tier IX

Survivability:

  • Hit points - 43,600.
  • Plating - 25 mm.
  • Fires duration: 30 s.
  • Torpedo protection - 19 %.

Artillery:
Main battery - 3x3 152 mm.

  • Firing range - 16.8 km.
  • Maximum SAP shell damage - 3,850. SAP shell armor penetration - 42 mm. SAP initial velocity - 945 m/s.
  • Reload time - 8.0 s.
  • 180-degree turn time - 15 s.
  • Maximum dispersion - 149 m.
  • Sigma - 2.05.

Airstrike (DC):

  • Reload time - 30 s.
  • Available flights - 2.
  • Number of Aircraft in Attacking Flight - 1.
  • Maximum range - 7 km.
  • Number of Bombs in Payload - 2.
  • Maximum bomb damage - 4,200.

Torpedoes:
Torpedo tubes - 2x4 533 mm.

  • Maximum damage - 20,433.
  • Range - 8 km.
  • Speed - 72 kt.
  • Reload time - 140 s.
  • Launcher 180-degree turn time - 7.2 s.
  • Torpedo detectability - 1.7 km.

Secondary Armament:
12x2 90.0 mm

  • Maximum range - 7 km
  • Reload time - 4 s.
  • Maximum HE shell damage - 1,300. Chance to cause fire - 5%. HE initial velocity - 860 m/s. HE shell armor penetration - 15 mm.

AA defense: 18x2 37.0 mm., 12x2 90.0 mm., 3x3 152.0 mm.

  • AA defense mid-range: continuous damage per second - 347, hit probability - 90 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 238, hit probability - 90 %, action zone - 5.2 km;
  • Number of explosions in a salvo - 2, damage within an explosion - 1,400, action zone 3.5 - 5.2 km.

Maneuverability:

  • Maximum speed - 37 kt.
  • Turning circle radius - 680 m.
  • Rudder shift time - 10.5 s.

Concealment:

  • Surface detectability - 14 km.
  • Air detectability - 8.7 km.
  • Detectability after firing main guns in smoke - 7.7 km.

Available consumables:

  • 1 slot - Damage Control Party
    • Duration time - 5 s,
    • Reload time - 60 s,
    • Equipment is unlimited.
  • 2 slot - Repair Party
    • Duration time - 28 s.
    • HP per second - 218.
    • Reload time - 80 s.
    • Charges - 3.
  • 3 slot - Exhaust smoke generator
    • Duration time - 40 s.
    • Action time - 10 s.
    • Reload time - 150 s.
    • Charges - 2.
  • 4 slot - Hydroacoustic Search
    • Duration time - 120 s.
    • Detection of ships - 6 km.
    • Detection of torpedoes - 4 km.
    • Reload time - 120 s.
    • Charges - 2.
  • 5 slot - Fighter
    • Duration time - 60 s.
    • Reload time - 90 s.
    • Number of fighters - 4.
    • Charges - 3.

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

We can also now show the permanent camouflages for previously announced Lanzhou and Nürnberg '44.

Commonwealth Unique Commander

The Commonwealth will get its own Unique Commander John Augustine Collins. During World War II he fought with distinction in the Mediterranean and the Pacific, commanding two major Australian cruisers, Sydney and Shropshire, as well as the Australian Naval Squadron. After the war, Collins served as head of the whole Australian Navy with the title of Chief of Naval Staff.

In World of Warships, Collins will come to life as a Unique Commander. During 14.10 he will be in testing only with the following enhanced skills:

  • For aircraft carriers:
    • "Aircraft Armor": continuous AA damage reduction -12.5% instead of -10%.
  • For battleship, cruisers, and destroyers:
    • "Adrenaline Rush": reduction of reload time for all armaments per 1% of HP lost -0.25% instead of -0.2%.

He will also have two unique talents:

  • "Rise and Fight Again" activates once per battle when the ship's HP drop to 10% and provides 2% per second healing for 5s;
  • "Tria Juncta in Uno" triggers up to 3 times when you deal 60,000 damage and increases maximum ship speed by 2% and consumables' duration by 5%.

We will reveal his in-game portrait later, and he'll have a default portrait during the testing.

Rarity:

Additionally, we would like to reveal the rarity of VIII Comandante Aguirre Uncommon.

★ 29.09.2025 - Fixed inccorrect parameters of Enigheten (Surveillance Radar charges decreased to 2) and Turgut Reis (armor plating increased to 32mm)
★ 01.10.2025 - Fixed missing secondary battery caliber for Chios