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Gustav Julius Maerker

Gustav Julius Maerker

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Gustav-Julius Maerker
Gustav-Julius_Maerker_wows_main.jpg
Destroyer | Germany | Tier VIII
Tech Tree Position
Z-31
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Felix Schultz
stock
 top
General
Research price110000 exp
Purchase price9,000,000 Credits
Hit Points20,400 
Main Battery
150 mm/55 Tbts KC/36 on a Tbts LC/36 mount5 х 1 pcs.
Rate of Fire9.84 shots/min.
Reload Time6.1 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time22.5 sec.
Firing Range10.85 km.
Maximum Dispersion56 m.
HE Shell150 mm Spr.Gr. Ausf. B 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell12 %
Initial HE Shell Velocity835 m./s.
HE Shell Weight51 kg.
AP Shell150 mm P.Spr.Gr. Ausf. B 
Maximum AP Shell Damage3,700 
Initial AP Shell Velocity835 m./s.
AP Shell Weight51 kg.
Torpedo Tubes
533 mm Zwilling2 х 2 / 1 х 4 pcs.
Rate of Fire0.67 shots/min.
Reload Time90 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoG7 T1 Ausf.B 
Maximum Damage16,533 
Torpedo Speed50 knot
Torpedo Range12 km.
AA Defense
20 mm/65 C/38 on a twin mount8 х 2 pcs.
. . . Average Damage per Second33.6 
. . . Firing Range2.01 km.
37 mm/83 SK C/30 on a Dopp LC/30 mount4 х 2 pcs.
. . . Average Damage per Second10.4 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed36 knot
Turning Circle Radius760 m.
Rudder Shift Time7.6 sec.
Concealment
Surface Detectability Range7.76 km.
Air Detectability Range4.36 km.
Battle Levels
12345678910
Wows_anno_flag_germany.png
VIII
Ship_PGSD208_Gustav_Julius_Maerker.png
9,000,000

Gustav-Julius Maerker — German Tier VIII destroyer.

A large destroyer designed to act as an ocean-going raider or scout within a raider ship formation (Type 1937). The ship was developed in the late 1930s, and was to be equipped with powerful artillery.


Gustav-Julius Maerker was first available during Update 0.10.5 on 17th Jun 2021.

Modules

Main Battery Guns 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)
150 mm/55 Tbts KC/36 on a Tbts LC/36 mount9.822.5561,800123,700 0900,000
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)
Gustav-Julius Maerker (A)20,40062558/42/1 01,350,000
Gustav-Julius Maerker (B)22,30062558/42/1 33,0002,100,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
G7 T1 Ausf. B0.7907.216,5335012 0900,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
FKS Typ 8 Mod. 10 0900,000
FKS Typ 8 Mod. 20 22,0001,400,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 90,360 hp36 0900,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1

Player Opinion

Performance

Gustav-Julius Maerker is a Tier VIII German destroyer armed with 150mm guns, and the point where the German alternative DD line truly branches off. In terms of pure size, the Maerker is absolutely massive, with a length and tonnage approaching that of a small light cruiser. This size defines the Maerker and the way she plays compared to her peers.

The Maerker's size makes her ungainly and hard to hide -- her detection of 7.76km is sixth-worst in tier, and her maneuverability is among the worst, with the worst turning radius at 760m and the second-worst rudder shift at 5.5s, only beating the Akizuki's concrete rudder by a tenth of a second. Dodging shots and lurking around the fringes of other ships' detection are not high on the Maerker's list. Her top speed of 36 knots is respectable but not outstanding compared to her destroyer competition, and while her anti-aircraft DPS is good at medium and short range, she lacks any long-range flak capability, restricting her actual AA range to 3.5km -- though as this is less than her air detectability at 4.36km, there is no reason to turn it off compared to other destroyers.

On the flip side, however, the Maerker's size gives her the largest health pool of any Tier 8 destroyer by far, with over 2000 points over the nearest competition and 8000 over her most fragile competitor in the Oland. The Maerker's side plating is also thick for a destroyer, allowing her to better resist enemy HE fire and out-muscle enemy destroyers. Furthermore, while her innate stealth is not great, the Maerker's Smoke Generator is better than that of her cousin Z-23, on par for the tier with the Japanese and Soviet smokescreens.

Maerker is the rare destroyer that wants to emphasize its AP, thanks to her six-inch guns. While her HE is the worst among destroyers in the entire tier both in single-salvo damage and sustained DPM, her AP is the best at a terrifying 18,000 damage per salvo, and its penetration is comparable to that of the British Edinburgh (though without Edinburgh's hair-trigger fuse time). Its slow rate of reload and glacial turret traverse does make using this difficult, but are offset by extremely high accuracy and a near best-in-tier shell speed that make landing what shots she gets off easier and more reliable.

This combination of factors allows her to use AP on destroyers with reasonable results. However, it also allows her to threaten enemy light cruisers, whose lightly armored citadels she can demolish in short order.

Finally, the Maerker's torpedo armament is difficult to use but potent if mastered. At 50 knots, her torpedoes are the slowest in the entire tier, even more than the Italians or the Kidd's. However, she carries eight of them in a Mahan-style split battery with one quad centerline launcher and two wing single launchers. In addition, her torpedo range of 12km is among the best in the tier, and the high damage of the individual torpedoes combined with a reasonable reload speed of 90 seconds means her overall fish DPS is very competitive. As such, the Maerker can keep up sustained torpedo fire from a distance, wheeling around or swerving to deliver follow-up shots from her split wing launchers.

As a result, the G.J. Maerker is an odd mid-point between destroyers and cruisers, suffering from not having the true strengths of either but being able to reasonably engage both. Her poor maneuverability, mediocre detectability, lack of Hydroacoustic Search, slow reload, and terrible HE shells makes engaging other destroyers at close quarters a bad idea; however, her high health pool, tough sides, and highly accurate guns mean she can hit them reliably while taking less damage from their return fire at range. Against cruisers, she lacks their health pool, armor, or DPS; however, she can outstealth them, outmaneuver them (at least in terms of rudder shift and acceleration), and pose a serious threat with her AP to their citadels while presenting none in return.

The Maerker is, on the whole, a standoffish ship, and one that struggles at traditional DD roles such as forward scouting and contesting caps. It wants time and distance to bring its strengths to bear; if given them, however, it can put out reliable and significant damage.

Pros:

  • Large health pool at tier VIII compared to other DDs
  • Tough side plating
  • AP shell have high damage
  • Improved AA armament
  • Torpedoes have long range
  • Smoke Generator’s smoke lasts longer than Z-23’s

Cons:

  • Lack of Hydroacoustic Search
  • Slow torpedoes
  • Near-worst maneuverability for tier
  • High detectability for tier
  • Horrible HE shells

Research

Researchable upgrades for Gustav-Julius Maerker is as follows:

  • Hull: Upgrade to Hull (B) for a larger health pool, improved maneuverability, and especially better AA. Research of this module unlocks progress toward IX Felix Schultz.
  • Gun Fire Control System: Upgrade to FKS Typ 8 Mod.2 for an extra 10% range on the main battery.

Optimal Configuration

Upgrades

Recommended upgrades for Gustav-Julius Maerker:

Because of the lack of hydro-acoustic search capability, and if primarily firing at range, a Torpedo Lookout System to a base value of 1.8 km. might prove more useful. Also consider Steering Gears Modification 2 : -40% rudder shift time. / -80% repair time..

Commander Skills

Consumables

Gustav-Julius Maerker equips:

Signals

Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery

References


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.10.1.

Testing Changes

  • DevBlog 112:
    • Preliminary characteristics.
  • DevBlog 117:
    • Torpedoes replaced with ones similar to the base torpedoes of T-22:
      • Torpedo range decreased from 8 to 7 km.
      • Torpedo speed decreased from 65 to 61 knots.
  • DevBlog 123:
    • Removed the Defensive AA Fire and Hydroacoustic Search consumables.
    • Added the Smoke Generator consumable.
    • Deck armor increased from 19 to 25 mm.
    • AP shell ricochet check angle increased from 45 to 60 degrees.
    • AP shell guaranteed ricochet angle increased from 60 to 67.5 degrees.
  • DevBlog 125:
    • HP of the upgraded hull reduced from 25,000 to 22,300.
  • DevBlog 129:
    • Smoke screen dispersion time increased from 69 to 89 s.
  • DevBlog 132:
    • Torpedo parameters changed:
      • Range increased from 7 to 12 km.
      • Speed decreased from 61 to 50 knots.
      • Detectability range decreased from 1.3 to 1.2 km.
      • Maximum damage increased from 13,700 to 16,533.
  • DevBlog 139:
    • HE shell parameters changed:
      • Maximum damage decreased from 2,200 to 1,700.
      • Fire chance decreased from 12 to 8%.
  • Update 0.10.3:
    • Became available from sequential bundles for German tokens in the Armory.
  • Update 0.10.4:
    • Main battery reload time decreased from 6.5 to 6.1 s.
  • Introduced into the game as a researchable ship in Update 0.10.5.
  • Update 0.10.6:
    • Detectability by ships decreased from 8.1 to 8 km. Other types of detectability were reduced accordingly.
  • Update 0.10.10:
    • Minor fixes to geometry and textures of the ship.
  • Update 0.11.8:
    • Maximum HE shell damage increased from 1,700 to 1,800.
    • HE shell fire chance increased from 8% to 12%.
  • Update 12.5:
    • Engine Boost consumable added in a separate slot.
  • Update 13.3:
    • Depth Charge damage increased from 2,200 to 2,400.

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Pan-America  VI JuruáDoubloons