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Bismarck
Bismarck_wows_main.jpg
Battleship | Germany | Tier VIII
Tech Tree Position
Gneisenau
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Bismarck_icon_small.png
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Friedrich der Große
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 top
General
Research price135000 exp
Purchase price11,000,000 Credits
Hit Points64,500 
Main Battery
380 mm L/52 SK C/344 х 2 pcs.
Rate of Fire2.31 shots/min.
Reload Time26 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time36 sec.
Firing Range19.28 km.
Maximum Dispersion273 m.
HE Shell380 mm Spr.Gr. L/4.6 
Maximum HE Shell Damage4,400 
Chance of Fire on Target Caused by HE Shell34 %
Initial HE Shell Velocity820 m./s.
HE Shell Weight800 kg.
AP Shell380 mm P.Spr.Gr. L/4.4 
Maximum AP Shell Damage11,600 
Initial AP Shell Velocity820 m./s.
AP Shell Weight800 kg.
Secondary Armament #1
105 mm L/65 Dop. L. C/314 х 2 pcs.
Firing Range7.5 km.
Rate of Fire17.91 shots/min.
Reload Time3.35 sec.
HE Shell105 mm Spr.Gr. Kz. 
Maximum HE Shell Damage1,200 
Initial HE Shell Velocity900 m./s.
Chance of Fire on Target Caused by HE Shel%
Secondary Armament #2
150 mm L/55 SK C/284 х 2 pcs.
Firing Range7.5 km.
Rate of Fireshots/min.
Reload Time7.5 sec.
HE Shell150 mm Spr.Gr. L/4.5 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity875 m./s.
Chance of Fire on Target Caused by HE Shel%
Secondary Armament #3
105 mm L/65 Dop. L. C/374 х 2 pcs.
Firing Range7.5 km.
Rate of Fire17.91 shots/min.
Reload Time3.35 sec.
HE Shell105 mm Spr.Gr. Kz. 
Maximum HE Shell Damage1,200 
Initial HE Shell Velocity900 m./s.
Chance of Fire on Target Caused by HE Shel%
Secondary Armament #4
150 mm L/55 SK C/282 х 2 pcs.
Firing Range7.5 km.
Rate of Fireshots/min.
Reload Time7.5 sec.
HE Shell150 mm Spr.Gr. L/4.5 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity875 m./s.
Chance of Fire on Target Caused by HE Shel%
AA Defense
20 mm Flakvierling 382 х 4 pcs.
. . . Average Damage per Second12 
. . . Firing Range2.01 km.
20 mm Flak 3812 х 1 pcs.
. . . Average Damage per Second36 
. . . Firing Range2.01 km.
37 mm Flakzwilling 308 х 2 pcs.
. . . Average Damage per Second20.8 
. . . Firing Range3.51 km.
105 mm L/65 Dop. L. C/314 х 2 pcs.
. . . Average Damage per Second66.4 
. . . Firing Range4.5 km.
105 mm L/65 Dop. L. C/374 х 2 pcs.
. . . Average Damage per Second66.8 
. . . Firing Range4.5 km.
Maneuverability
Maximum Speed28.52 knot
Turning Circle Radius850 m.
Rudder Shift Time22.4 sec.
Concealment
Surface Detectability Range16.38 km.
Air Detectability Range14.67 km.
Battle Levels
12345678910
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VIII
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11,000,000

Bismarck — German Tier VIII battleship.

By the start of World War II, Bismarck was one of the mightiest battleships in the world, owing to her advanced gun fire control system and powerful artillery. Rugged construction — coupled with elaborate subdivision into compartments and a vast expanse of armor — ensured a high level of endurance.

Modules

Main Battery Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
380 mm L/52 Drh LC/342.3362734,4003411,600 01,100,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Bismarck (A)64,5001936046/88/12/2/80 01,650,000
Bismarck (B)69,2001936046/810/14/160 52,0003,900,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
FKS Typ 8 Mod. 1019.3 0600,000
FKS Typ 8 Mod. 21021.2 23,5001,500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 150,100 hp28.5 0380,000
Propulsion: 163,000 hp31 15,500900,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1

Player Opinion

Performance

The historical pinnacle of German battleship construction, Bismarck stands as one of the heartiest battleships at Tier VIII. While her main battery may not look as impressive as that of Amagi, and doesn't have North Carolina’s range — or even her sister Tirpitz’s torpedoes — Bismarck has the perfect mix of ingredients to make her an excellent brawler.

For starters, her secondary battery is the most impressive of all the Tier VIII battleships. It comes with a stock range of 7.5km, and with the right mix of modules and commander skills can be pushed to a range of over 11.0 km, farther than the range of a similarly-equipped Yamato. This creates a large radius around her which enemy units must respect or pay a hefty price. Additionally, her handling is superb for a ship her size; she's quick to respond to rudder commands, and her turning circle is better than that of Amagi. Easily the most impressive thing about Bismarck is her survivability. Like her sister Tirpitz, she is exceptionally difficult to land citadel hits against; only long-range plunging fire has a good chance of doing so. The closer she gets, the better her armor scheme protects her from incoming fire. She will take more than her fair share of regular penetration damage from enemy armor-piercing rounds, but that damage repairs better than citadel damage.

Bismarck has another trick up her sleeve that sets her apart from Tirpitz: access to the Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).) consumable. This provides her with large windows of time where she is functionally immune to long range torpedoes, and also provides detection of enemy ships hidden in smoke screens when pushing into capture zones.

When all of that is paired with an above-average anti-aircraft suite, Bismarck is a very well-rounded, highly survivable battleship that is friendly to players of all skill levels.

Ship Review: Mouse in the Bismarck from the NA forums. Tested in Update 0.5.10.

Pros:

  • Fast turret traverse and main battery reload time (26 seconds) for a battleship.
  • Outstanding secondary battery. With the right upgrades and commander skills, her secondary battery range can be extended past 11.0 km, allowing Bismarck to whittle down enemy ships before closing in for the kill.
  • Has access to the Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).) consumable, making her very difficult to torpedo from long range.
  • Reminiscent of earlier battleship gameplay: the closer she gets, the more dangerous she becomes to her enemies.
  • Above average anti-aircraft suite.
  • Surprisingly nimble for a battleship of her size, with an excellent top speed (30 knots).
  • Exceptionally durable with a good armor layout; has the vaunted "turtleback" armor making her highly resistant to citadel damage.

Cons:

  • No torpedoes like those found on her sister Tirpitz.
  • Only has eight (8) barrels, while every other ship at this tier has nine (9) or more of a higher caliber.
  • 15-inch guns have trouble with angled enemy battleships (use HE against the superstructure or choose a different target).
  • Her anti-aircraft can be destroyed with sustained HE spam.
  • Extremely vulnerable to fires. Superstructures can be set on fire by calibers of any size quite easily.
  • Armor scheme remains vulnerable to full penetrations by armor-piercing shells when showing the flat broadside of the ship to the enemy; Bismarck may not take citadel damage, but a lot of regular penetration damage hurts just as badly.
  • Main guns' accuracy can be disappointing at times, especially without Aiming System Modification upgrade.
  • Main guns' HE shells have low damage.

Research

Hull (B) is the best thing for players to research first, as it maximizes her anti-aircraft armament and provides additional hit points. The propulsion upgrade is the next best module to invest experience gains in; having all 31 knots to play with gives Bismarck more flexibility to close with the enemy or respond to new threats as required.

Optimal Configuration

Upgrades

The recommended upgrades for Bismarck are as follows:

Commander Skills

Secondary Battery Build: Following along with the theme of maximizing the punishment dished out by Bismarck’s secondaries, captains should invest in Basic Firing Training, Adrenaline Rush, Superintendent, and Advanced Firing Training. Manual Control for Secondary Armament is a strong skill in this build, but it only allows the ship's secondaries to fire at a single target at a time. Some captains will prefer this skill; others will not. Extra skill points should be invested in either Basics of Survivability, High Alert, or Vigilance, as desired.

Anti-Aircraft Build: Similar to the secondary-focused build, Basic Firing Training, Expert Marskman, Superintendent, and Advanced Firing Training form the core of the commander skills. Captains then double up on Level 4 skills and pick up Manual Fire Control for AA Armament. German long-range AA batteries are all in excess of 85mm, allowing them to make good use of the skill and dish out extreme punishment to enemy aircraft.

Consumables

Bismarck can equip the following consumables:

Hydroacoustic Search II (Detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).) is highly recommended for the reduced cooldown; this consumables is one of her true strengths and makes her unique in her tier. Repair Party II (While active, restores a fixed percentage of a ship's hit points each second.) is also recommended for the quicker cooldown; a well-played Bismarck is likely to find herself under intense enemy fire and captains will want to have access to Repair Party as quickly as possible. Damage Control Party II (While active, instantly repairs any module incapacitations, fires, and floods.) is recommended for similar reasons.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Bismarck with Type 18 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Players who completed "The Hunt for Bismarck" collection were awarded a pair of alternate permanent camouflages depicting the ship as it appeared during the Battle of the Denmark Strait. A Halloween camouflage, "Varg", also exists that displays the ship as it appears in the Halloween 2017 scenario, "Sunray in the Darkness".

Signals

Players who have followed the Secondary Battery Build above will want to equip Mike Yankee Soxisix (+5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary battery shells. / -5% to secondary battery loading time.) and India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) signals in order to further boost the effectiveness of their secondaries and Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) consumable, respectively.

Players following the Anti-Aircraft Build may wish to equip November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) for the bonus to AA gun damage.

Gallery

Historical Info

Historical Gallery

Video

References

http://en.wikipedia.org/wiki/Ernst_Lindemann
http://en.wikipedia.org/wiki/G%C3%BCnther_L%C3%BCtjens

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