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Clausewitz

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Clausewitz
Clausewitz_wows_main.jpg
Cruiser | Germany | Tier ★
Tech Tree Position
Hindenburg
Arrow_down.png
Clausewitz_icon_small.png
General
Research priceexp
Purchase price47,500,000 Credits
Hit Points58,000 
Main Battery
IDS_PGGM135_210MM_60_SK_C34_DRL_C404 х 3 pcs.
Rate of Fire5.71 shots/min.
Reload Time10.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time22.5 sec.
Firing Range18.51 km.
Maximum Dispersion160 m.
HE Shell210 mm Spr.Gr. L/4.7 
Maximum HE Shell Damage2,950 
Chance of Fire on Target Caused by HE Shell15 %
Initial HE Shell Velocity925 m./s.
HE Shell Weight138.7 kg.
AP Shell210 mm Spr.Gr. L/4.4 
Maximum AP Shell Damage6,200 
Initial AP Shell Velocity925 m./s.
AP Shell Weight138.7 kg.
Secondary Armament #1
128 mm/61 KM40 in a turret10 х 2 pcs.
Firing Range8.3 km.
Rate of Fire15 shots/min.
Reload Timesec.
HE Shell128 mm Spr.Gr. Kz. 
Maximum HE Shell Damage1,500 
Initial HE Shell Velocity900 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm Fünfling4 х 5 pcs.
Rate of Fire0.54 shots/min.
Reload Time112 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoG7a T1 
Maximum Damage13,700 
Torpedo Speed64 knot
Torpedo Rangekm.
AA Defense
128 mm/61 KM40 in a turret10 х 2 pcs.
. . . Average Damage per Second124 
. . . Firing Range5.19 km.
55 mm/77 Gerät 58 on a twin mount8 х 2 pcs.
. . . Average Damage per Second195.2 
. . . Firing Range3.99 km.
30 mm/45 Flak 103/38 on a quadruple mount6 х 4 pcs.
. . . Average Damage per Second85.8 
. . . Firing Rangekm.
30 mm/45 Flak 103/38 on a twin mount12 х 2 pcs.
. . . Average Damage per Second121.2 
. . . Firing Rangekm.
Maneuverability
Maximum Speed32.5 knot
Turning Circle Radius820 m.
Rudder Shift Time11.8 sec.
Concealment
Surface Detectability Range15.81 km.
Air Detectability Range9.71 km.
Battle Levels
12345678910
Wows_anno_flag_germany.png
Ship_PGSC111_Clausewitz.png
47,500,000

Clausewitz — German Tier ★ cruiser.

The next step in the development of German raider cruisers would be to install the latest artillery. The main caliber could utilize 210 mm guns, 128 mm dual-purpose guns, 55 mm twin-gun anti-aircraft mounts, and 30 mm quad- and twin-gun mounts. In this case, the ship's displacement could exceed 20,000 tons. An upgraded combined diesel and steam-turbine electric system, surpassing the one employed in the 1930s, could provide a blend of high speed and extended range capability.

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)
210 mm/60 SK C/34 on a Drh LC/40 mount5.722.51602,950156,200 00
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)
Clausewitz58,0001623041012/6/8/104 00
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. C0.51127.213,700646 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
FKS Typ 11 Mod. 10 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 165,000 hp32.5 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Spotting Aircraft Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion

Performance

Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.


In many ways, Clausewitz is just Big Hindenburg. Much like Annapolis, she is simply a continuation of the preceding ship and line. Clausewitz focuses on consistent damage farming against anything that ventures into her main battery range, while using her distance to avoid return fire from her annoyed targets.

Unlike many other super cruisers, Clausewitz does not have any sort of alternate firing mode or Combat Instruction.

Armament

Clausewitz carries twelve 210mm guns in four triple turrets, with a decidedly average 22.5 second traverse. Although they’re slightly larger than those carried by Hindenburg, their performance is nearly identical. Her 18.5km base range is already decent for a DPS cruiser, and can be further increased through her Spotting Aircraft consumable. Although her main battery range is nearly a kilometer longer than Hindenburg, her 10.5 second reload is slightly slower. Her firing angles are also worse to both the bow and stern, requiring her to show more side to get all guns onto a target.

Like other German cruisers, Clausewitz has the characteristic “quarter-pen” HE, with increased armor penetration at the expense of lower fire chance and damage. Clausewitz can penetrate up to 53mm of armor with her HE, allowing her to directly damage even the reinforced decks of most cruisers and battleships. However, they only have a 15% fire chance per shell; slightly higher than Hindenburg, but still on the low end for a heavy cruiser and well below average in her matchmaking range. Due to her faster reload and high shell count, she still has a decent fires-per-minute rate despite the lower chance per shell.

Clausewitz's AP shells are also similar to her predecessors, although the larger shell allows her to penetrate more armor. Her AP shells also have some of the highest per-shell damage in her matchmaking range. While her HE ends up being the default ammo choice, her high AP damage, good pen, and comfortable ballistics allow her to severely punish broadside cruisers.

Her torpedoes will also be familiar to experienced Hindenburg captains. She carries 20 torpedoes in four quintuple launchers, two per side. They are the same torpedoes carried on Roon and Hindenburg, but with an extra torpedo per launcher. With their 6km range and 13,700 maximum damage, they are the shortest ranged and least damaging torpedoes in her matchmaking range. Her reload and flood chance are average, but her torpedoes are rather fast for a cruiser with fairly low detection. Like other short range torpedoes, they are primarily defensive and ambush weapons.

Clausewitz carries ten twin 128mm secondary mounts. They have an increased firing range and increased HE pen as expected for a German ship, but have a longer reload and lower fire chance. For a cruiser, her secondary suite is relatively strong and still capable of setting many fires, but like most cruisers it’s not worth investing into secondary performance.

Unlike Hindenburg, Clausewitz uses ASW planes rather than depth charges, which gives her more flexibility to defend against submarines. She carries two charges that reload in 30 seconds each, with an 8km range and two bombs per charge. Each bomb deals up to 4900 damage. Her ASW is identical to other super cruisers.

Consumables

Clausewitz carries the same consumable suite as Hindenburg — the normal cruiser Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration., a choice between Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. or Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. and Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. or Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft., and a Repair PartyWhile active, restores a percentage of the ship's health points each second..

Like Roon and Hindenburg, Clausewitz starts with an extra Repair Party charge by default. As with other German ships, her Hydroacoustic Search consumable has an increased detection range for both ships and torpedoes, and lasts longer compared to the normal Hydroacoustic Search.

Maneuverability

Clausewitz won’t win any agility contests. She’s one of the slowest cruisers in her matchmaking range at 32.5 knots, and only marginally faster than Hindenburg. And her rudder shift and turning circle are decidedly average. She will often find herself lagging behind a pushing or retreating flank, and relies on range to help dodge incoming battleship fire.

Survivability

Clausewitz retains Hindenburg’s strong survivability traits. Her 58,000 HP is above average for her matchmaking range, and one of the largest among heavy cruisers. Like Roon and Hindenburg, she also starts with an extra charge of her Repair Party consumable.

She also inherits and improves Hindenburg’s armor protection. Most notably, she has a 50mm main deck compared to 30mm on Hindenburg, offering much more protection against cruiser caliber HE and battleship AP. She also has a reinforced 130mm main belt that extends well past her turrets, and a 40 and 90mm extended armor belt almost to her bow and stern respectively. When properly angled, she can be difficult to kill, even for a battleship. Her bow and stern are 27mm thick like other American and German heavy cruisers, which can bounce up to 406mm AP when properly angled.

Her citadel itself is rather vulnerable, with a 20mm citadel wall (40mm on her lower front bulkhead) and 60mm roof, but it’s protected behind a slightly angled turtleback. Battleship guns will have no issues punching through to her citadel when broadside, but cruisers can struggle to citadel her. Additionally, her citadel is protected from the front and rear by hidden armor plates — 40mm extending most of the way to her bow, and 90mm extending partway to her stern.

She can withstand a lot of punishment and still come back kicking while other cruisers might be sunk. But like Hindenburg, she is anything but stealthy. Even with Concealment Expert and the concealment module, her surface detection is still 12.8km, one of the highest in her matchmaking range. Her aerial and periscope detection are slightly better at 7.9km, but still well above average. Most cruisers will outspot her, and enemy destroyers and aircraft will have no problems keeping her detected for their team unless she stays well back from the action.

Anti-aircraft

On paper, Clausewitz has strong AA defenses for her matchmaking range, although on the weak side for a super cruiser. But in practice, she sometimes struggles to defend herself.

Her long range continuous damage is average at best, and her flak is relatively weak and offers little improvement. Her mid range mounts reach out to 4km, further than most cruisers, but their damage is on the lower end of average. Most of her AA defenses are concentrated in her short range mounts. Although they have a slightly longer 3km range and the highest damage in her matchmaking range, enemy aircraft will be well into their attack run before they start to fire.

Clausewitz has the option to swap her Hydroacoustic Search for Defensive AA Fire, and her Spotting Aircraft for a Catapult Fighter, but neither is optimal. Even with the damage increase Defensive AA Fire provides, most of her AA is still underwhelming, and her long range hydro is one of her defining features. Likewise, her Spotting Aircraft offers substantially more utility than a Catapult Fighter.

Battle performance

Rather than reinventing the wheel, Clausewitz simply takes Hindenburg’s strengths and further refines them. She’s a DPS cruiser like the rest of the line, and can easily farm any enemy ship that enters her gun range. Although she lacks the alternate fire mode or Combat Instructions of many super ships or the drastic DPM increase Annapolis and Condé get over their Tier X cruiser, Clausewitz is still a reliable damage dealer.

She’s durable for a cruiser, but should spend most of her time on a flank or in the second line providing fire support to her allies. With her increased HE pen, she is a consistent threat to most battleships, but shouldn’t hesitate to shoot spotted destroyers or low health cruisers.

Pros:

  • Large health pool, with thicker armor for a cruiser
  • Good main battery range
  • Increased HE penetration
  • Good AP armor penetration
  • Lots of torpedoes
  • Has ASW airstrikes rather than depth charges
  • Carries an extra Repair Party charge by default
  • Hydroacoustic Search consumable, with increased detection range and action time

Cons:

  • Bow and stern can still be overmatched by most battleships
  • Low HE damage and fire chance
  • Short torpedo range, with low damage and flood chance
  • Poor AA defenses
  • Slow, with poor agility
  • Poor concealment
  • No alternate firing mode or Combat Instructions

Research

Clausewitz has no module upgrades to research.

Optimal Configuration

Like the preceding cruisers, Clausewitz is a damage farmer. As such, players should select skills and upgrades that boost her main battery damage output and durability.

A “Lighthouse” build is also available, to maximize her damage farming potential at the expense of concealment. When fully committed to it, she can increase her DPM potential by nearly 20% compared to a more traditional build as long as an enemy ship is detected within 18.2km (nearly equaling her base main battery range). But it also makes it nearly impossible for her to ever go undetected, and kicks her air detection up to a staggering 11.2km. It provides a direct buff to her primary role, but is much riskier to play.

Upgrades

The recommended upgrades are:

For players with large coal reserves, the Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. is available and recommended to further boost Clausewitz's hydroacoustic search duration. Otherwise, the Engine Room Protection : -20% to the risk of incapacitation. / -20% to repair time. upgrade is the best choice for slot 2.

For players looking to maximize Clausewitz's farming capability, a “Lighthouse” build is also available. In slot 5, Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship. may be dropped in favor of Steering Gears Modification 2 : -40% rudder shift time. / -80% repair time. to increase Clausewitz's surface detection range and take advantage of Top Grade Gunner’s reload boost.

Commander Skills

Unique Commander Gunther Lutjens can be a good fit for Clausewitz. His improved Grease the Gears skill is nice to have, and his Resilient talent that provides a small heal for every three spotting ribbons received can help keep her alive later in the game. However, his most useful talent is his Main Battery Loader, which speeds up main battery reload by 7.5% after getting 140 main battery hits. For a ship that’s all about dealing damage, this talent should be easy to activate and further boosts her ability to farm.

Players that wish to maximize Clausewitz's damage farming can opt for a “Lighthouse” build, dropping Concealment Expert and selecting Heavy HE and SAP Shells to increase her base detection range and take full advantage of Top Grade Gunner’s reload boost. For a more moderate build, select Heavy HE but do not drop Concealment Expert.

Consumables

Clausewitz equips the following consumables:

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 0.11.4.

Testing Changes

  • DevBlog 310:
    • Preliminary characteristics.
  • DevBlog 326:
    • Updated the Depth Charge Airstrike camera settings: now they are the same as that of other Supercruisers.
  • DevBlog 336:
    • Maximum HE shell damage increased from 2,400 to 2,950.
    • HE shell fire chance increased from 14 to 15%.
  • DevBlog 343:
    • Rudder shift time decreased from 12.3 to 11.9 s.
    • Main battery reload time increased from 9 to 9.6 s.
    • Rearwards firing angle of the bow main battery guns improved by 7° on each side (from 45° to 38°).
  • DevBlog 349:
    • Main battery reload time increased from 9.6 to 10.5 s.
  • Update 0.11.8:
    • Available in limited Early Access as part of a Lighthouse Auction event, as a single-price auction with 500 ships available across all servers. The winning bid was 250,011,626 credits. Lots were delivered to winners on October 3, 2022.
  • Update 0.11.9:
    • The Repair Party consumable now restores 33% of the damage dealt to the citadel instead of 10%.
  • Update 0.11.10:
    • Minor fixes to the geometry and textures of the ship.
  • Update 0.11.11:
    • Added to the German tech tree as a special ship unlocked once the player reaches Tier 10 cruiser Hindenburg, then purchased for credits.

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Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Red Fort • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín