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Yorck

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Yorck_wows_main.jpg
Cruiser | Germany | Tier VII
Tech Tree Position
Nürnberg
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Yorck_icon_small.png
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Admiral Hipper
stock
 top
General
Research price70500 exp
Purchase price5,650,000 Credits
Hit Points27,200 
Main Battery
210 mm L/45 SK L/454 х 2 pcs.
Rate of Fireshots/min.
Reload Time12 sec.
Rotation Speed5.2 deg./sec.
180 Degree Turn Time34.62 sec.
Firing Range15.75 km.
Maximum Dispersion141 m.
HE Shell210 mm Spr.Gr. L/4.3 Bdz. 
Maximum HE Shell Damage2,900 
Chance of Fire on Target Caused by HE Shell12 %
Initial HE Shell Velocity900 m./s.
HE Shell Weight113.5 kg.
AP Shell210 mm P.Spr.Gr. L/3.1 
Maximum AP Shell Damage5,500 
Initial AP Shell Velocity900 m./s.
AP Shell Weight108 kg.
Secondary Armament #1
88 mm L/76 Dop. L. C/324 х 2 pcs.
Firing Range4.5 km.
Rate of Fire15 shots/min.
Reload Timesec.
HE Shell88 mm Spr.Gr. 
Maximum HE Shell Damage1,000 
Initial HE Shell Velocity950 m./s.
Chance of Fire on Target Caused by HE Shel%
Torpedo Tubes
533 mm Drilling4 х 3 pcs.
Rate of Fire0.88 shots/min.
Reload Time68 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoG7a T1 
Maximum Damage13,700 
Torpedo Speed64 knot
Torpedo Rangekm.
AA Defense
20 mm Flakzwilling 386 х 2 pcs.
. . . Average Damage per Second25.2 
. . . Firing Range2.01 km.
20 mm Flak 382 х 1 pcs.
. . . Average Damage per Second
. . . Firing Range2.01 km.
40 mm L/56 Flak 286 х 1 pcs.
. . . Average Damage per Second45 
. . . Firing Range3.51 km.
20 mm Flak 388 х 1 pcs.
. . . Average Damage per Second24 
. . . Firing Range2.01 km.
88 mm L/76 Dop. L. C/324 х 2 pcs.
. . . Average Damage per Second32.4 
. . . Firing Range3.99 km.
Maneuverability
Maximum Speed32 knot
Turning Circle Radius650 m.
Rudder Shift Time11.4 sec.
Concealment
Surface Detectability Range13.86 km.
Air Detectability Range7.41 km.
Battle Levels
12345678910
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VII
Ship_PGSC107_Yorck.png
5,650,000

Yorck — German Tier VII cruiser.

Owing to her well-balanced characteristics, the ship surpassed the first generation cruisers of her time, that were subject to the Washington Naval Treaty, in terms of protection, and light cruisers in terms of artillery power.

Modules

Main Battery Rate of Fire
(shots/min)
180 Degree 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)
210 mm L/45 Drl C/06534.621412,900125,500 0410,000
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)
Yorck (A)27,200131804410/6/6/440 0630,000
Yorck (B)32,60013180444/4/8/440 21,5001,800,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180 Degree Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
G7a T10.9687.213,700646 0260,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
FKS Typ 7 Mod. 1015.7 0380,000
FKS Typ 7 Mod. 21017.3 14,0001,100,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 80,000 hp32 0330,000

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 AA Guns Modification 2 Secondary Battery Modification 2 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2

Player Opinion

Performance

The first heavy cruiser of the German line, Yorck is a radical change from her predecessors at Tiers V and VI... so much so that she is often a badly maligned and misunderstood ship.

New Yorck captains will immediately notice the change in the main battery. Königsberg and Nürnberg both sport nine 150mm guns; Yorck’s battery is comprised of eight 210mm rifles. She fires twice as slowly as Nürnberg as well, which requires some adjustment. Her 210mm shells, however, have greatly improved damage performance over the 150mm ones of her predecessors, particularly the high explosive shells. Indeed, Yorck has the best HE shell performance of the entire German cruiser line with a base damage of 2,900 points and a 12% fire chance.

One of the habits that new Yorck captains must break early is the habit of firing armor piercing rounds at long ranges. The ballistic performance of her AP shells drops off sharply at ranges past 10km; so sharply, in fact, that even landing shells on targets beyond such range is extremely challenging. Inside of 10km, the AP shell performance is much more reliable and they can be used to punish broadside cruisers and battleships as veterans of Königsberg and Nürnberg would expect. Outside that range, Yorck captains will find themselves firing primarily HE rounds for most of a match, which is a very significant change from the habits they learned at Tiers V and VI. Additionally, Yorck’s armor is somewhat better than Nürnberg, as befitting her heavy cruiser status. She is still prone to citadel hits when broadside, but is the first German cruiser to feature the turtleback armor scheme that makes them more difficult to citadel at medium and close range (particularly when well-angled against incoming fire).

In her stock configuration, Yorck finds herself with a default firing range equal to or longer than that of her American, British, and Japanese contemporaries (Pensacola, Fiji and Myoko, respectively). Only the French Algérie exceeds her 17.3km range when fully upgraded. Her anti-aircraft suite is solid if unremarkable; her quick rudder shift, small turning circle, and compact overall length combine to make her a difficult target for enemy bomber aircraft.

On the whole, Yorck is one of the better Tier VII cruisers available for captains who are willing to take the time to learn to adapt their play style to the ship and not attempt to force the ship into a play style it is ill-suited for.

Pros:

  • Unrivaled range for a cruiser at her tier.
  • Excellent handling characteristics; relatively fast rudder shift and small turning radius.
  • Good damage on AP shells.
  • Improved armor and German turtleback armor scheme give her a modicum of additional survivability.
  • Fast reload time for a heavy cruiser (12 seconds).
  • Has reasonable concealment.
  • Has access to the German Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).) consumable.

Cons:

  • Fairly slow turret traverse.
  • Armor — despite being improved over that of Nürnberg — still cannot take much punishment, and sometimes HE shells will deal more damage than expected.
  • Average health pool amongst her contemporaries.
  • Anti-aircraft suite is sufficient, but unremarkable.

Research

Availability of researchable upgrades for Yorck is as follows:

  • Hull: Upgrade to Hull (B) for additional health and more anti-aircraft protection. Research of this module unlocks progression to Admiral Hipper.
  • Gun Fire Control System: Upgrade to FKS Typ 7 Mod. 2 for an extra 10% range on the main battery.
Given the range advantage that stock Yorck already enjoys, Hull (B) is the best place to invest initial experience gains. The extra health will improve her survivability greatly.

Optimal Configuration

Upgrades

The recommended upgrades for Yorck are as follows:

Upgrade Slot 3 offers three interesting choices: Aiming Systems Modification 1 (-7% to maximum dispersion of main battery shells. / +20% to torpedo tubes traverse speed. / +5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary shells.), AA Guns Modification 2 (+20% to AA mounts maximum firing range.), or Main Battery Modification 2 (which, when combined with Expert Marksman drops her turret traverse under 27 seconds for 180 degree turn time). Ultimately this is captain's choice, but Main Battery Modification 2 is recommended so that Yorck can keep her guns on target while actively maneuvering.

Commander Skills

Of all the cruisers in the German line, Yorck will benefit most from Demolition Expert at Level 3 given how frequently she will find herself firing HE shells. Expert Marksman is a must at Level 2, and Concealment Expert is highly recommended at Level 4.

Consumables

Yorck can equip the following consumables:

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 Yorck with Type 17 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Signals

More than any other German cruiser, Yorck will benefit from Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) to boost her fire chance. Sierra Mike (+5% to the ship's maximum speed.) helps alleviate some of her deficiencies in top speed compared to her contemporaries, and Equal Speed Charlie London (+50% XP earned for the battle.) and Red Dragon (+100% XP earned for the battle. / +100% Commander XP earned for the battle.) will speed up the unlocking of upgraded modules and Admiral Hipper.

Gallery

Historical Info

Historical Gallery


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