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Hawkins

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Hawkins
Hawkins_wows_main.jpg
Cruiser | U.K. | Tier V
Tech Tree Position
Danae
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Hawkins_icon_small.png
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Devonshire
stock
 top
General
Research price12000 exp
Purchase price1,400,000 Credits
Hit Points27,800 
Main Battery
190 mm/45 Mk.VI on a CP Mark V mount7 х 1 pcs.
Rate of Fire5.13 shots/min.
Reload Time11.7 sec.
Rotation Speed10 deg./sec.
180 Degree Turn Time18 sec.
Firing Range12.65 km.
Maximum Dispersion129 m.
HE Shell190 mm HE 200 fn. 
Maximum HE Shell Damage3,050 
Chance of Fire on Target Caused by HE Shell15 %
Initial HE Shell Velocity844 m./s.
HE Shell Weight90.7 kg.
AP Shell190 mm AP 200 fn. 
Maximum AP Shell Damage4,050 
Initial AP Shell Velocity844 m./s.
AP Shell Weight90.7 kg.
Secondary Armament #1
102 mm/45 QF Mk.V on an HA Mk.III mount4 х 1 pcs.
Firing Range4.3 km.
Rate of Fire15 shots/min.
Reload Timesec.
HE Shell102 mm HE 35 lb 
Maximum HE Shell Damage1,500 
Initial HE Shell Velocity811 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm DR Mk II2 х 2 pcs.
Rate of Fire1.13 shots/min.
Reload Time53 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk VII 
Maximum Damage15,733 
Torpedo Speed59 knot
Torpedo Range7.02 km.
AA Defense
102 mm/45 QF Mk.V on an HA Mk.III mount4 х 1 pcs.
. . . Average Damage per Second11.2 
. . . Firing Range3.51 km.
7.7 mm Lewis4 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range0.99 km.
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount4 х 1 pcs.
. . . Average Damage per Second22.8 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed30 knot
Turning Circle Radius640 m.
Rudder Shift Time12.8 sec.
Concealment
Surface Detectability Range12.6 km.
Air Detectability Range6.44 km.
Battle Levels
12345678910
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V
Ship_PBSC205_Hawkins.png
1,400,000

Hawkins — British Tier V cruiser.

The pioneering ship that led the way for a later class of heavy cruisers. The ship's layout and silhouette had much in common with the British light cruisers of World War I, but Hawkins surpassed them in size and the caliber of her main battery.

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)
190 mm/45 Mk.VI on a CP Mark V mount5.1181293,050154,050 0100,000
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)
Hawkins (A)27,800676744/4/42 0150,000
Hawkins (B)32,200676744/4/42 6,900450,000
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)
533 mm Mk VII1.1537.215,733597 0100,000
Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk V mod. 1012.7 0100,000
Mk V mod. 21013.9 5,000400,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 60,000 hp30 0100,000

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 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

Player Opinion

Performance

Hawkins rewards captains that appreciate her limitations and understand how to turn them to her advantage. Slow and sluggish, she's a ship of half-measures. Captains will need to maintain good situational awareness to get her where she needs to be, avoid cross-fire, bring her guns to bear, and then aim carefully. Even then, she may have difficulty producing significant damage numbers for her team.

Hawkins's armor is fairly good against incoming destroyer and cruiser fire, and even incoming fire from lower-tier battleships (if properly angled). However, a solid battleship salvo will punish her greatly, and captains will often need to rely on her British Repair PartyWhile active, restores a percentage of the ship's health points each second. to get deep into the battle and survive. In addition, her concealment is flat-average for her tier and her lack of firing range forces captains to fight in the open or seek the shelter of islands.

Hawkins's main armament (HE/AP) leaves something to be desired, with 7 190 mm guns in single-gun turret arrangement. Some firepower can always be available quickly, but getting the majority on-target takes skill and patience, especially when aggressively maneuvering (and she can never get all guns on a target). These limitations are compounded when at range, where she often finds herself due to her slow speed. However, in the lower tier battles she engages in, her secondaries actually provide a welcome firepower increase against close-range targets.

In other departments, Hawkins again has pros and cons. A relatively good AA rating for her tier and Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable will give lower-tiered carriers some difficulty. As mentioned, prudent use of her Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable can bring her "back from the dead" later in the battle. Her torpedoes are too short-ranged to be of much use, but can be a nasty surprise to an unwary foe that gets too close.

Pros:

  • Solid hit point pool for her tier
  • Very well armored for a Tier V Cruiser
  • Good turret rotation
  • Very good AA for her tier
  • Tight turning radius
  • Choice of Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. or Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumables
  • Access to British Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable

Cons:

  • Awkward and obsolete main battery layout for her tier. Cannot train all guns to a target as some of them always remain masked by her own superstructure.
  • Slow main armament reload time
  • Poor fire starter
  • Weak, short-range torpedoes
  • Slow and sluggish
  • Poor Concealment

Research

Availability of researchable upgrades for Hawkins is as follows:

  • Gun Fire Control System: Upgrade to Mk V mod. 2 for an extra 10% range on the main battery. This is absolutely required first to offset her poor concealment.
  • Hull: Upgrade to Hull (B). Research of this module unlocks progression to British heavy cruiser Devonshire.

Optimal Configuration

With the Defensive AA Fire consumable, AA skills, and Hull (B), an AA-built Hawkins can look like a no-fly zone to a Tier IV carrier, Even a Tier VI CV might want to look elsewhere for her prey.

Upgrades

The recommended upgrades for Hawkins are:

In Slot 2 Engine Room Protection Reduces the risk of incapacitation, and accelerates repairs of the engine and steering gears.: -20% to the risk of incapacitation. / -20% to repair time. is generally preferred due to the already-short fire/flood durations of cruisers. For a AA build, consider the Defensive AA Fire Modification 1 Increases the action time, and accelerates the reload speed of the Defensive AA Fire consumable.: +20% action time. / -10% cooldown time. special upgrade, as well as AA Guns Modification 1 Improves AA efficiency: +20% reduction in the preparation time of the priority AA sector. in Slot 3.

Commander Skills

Consumables

Hawkins can equip the following consumables:

Signals

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

Gallery

Historical Info

Historical Gallery

References


  1. HMS Hawkins (D86) - Wikipedia
  2. Hawkins-class cruiser - Wikipedia

Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.8.10.

Testing Changes

  • Oct 10, 2019:
    • Preliminary characteristics.
  • Nov 29, 2019:
    • Main battery reload time increased from 13 to 14 s.
    • HE shell parameters changed:
      • Maximum damage increased from 2,650 to 3,050.
      • Fire chance increased from 13% to 15%.
    • Repair Party consumable changed:
      • Restoration of citadel damage increased from 10% to 50%.
  • Dec 10, 2019:
    • Ballistics were changed. Now the shell needs less time to travel the same distance. For example, instead of 4.17 s at 7 km range, it will take 3.94 s. At a range of 13.86 km instead of 11.26 s it will take 10.08 s.
    • Armor penetration of AP shells was increased by 23% at 7 km and by 40% at 13.86 km.
    • Hydroacoustic Search consumable changed:
      • Action time decreased from 180 to 100 s.
      • Ship detection range increased from 3 to 4 km.
    • Defensive AA consumable added in the same slot as Hydroacoustic Search.
  • Dec 27, 2019:
    • Ballistics were changed. Now the shell needs less time to travel the same distance. For example, instead of 3.94 s at 7 km range, it will take 3.80 s. At a range of 13.86 km instead of 10.08 s, it will take 9.19 s. Armor penetration will remain almost the same as before these changes.
  • Update 0.9.0:
    • Available from the Royal Pack or Imperial Pack in the Armory.
  • Introduced into the game as a researchable ship in Update 0.9.1.
  • Update 0.9.2:
    • The thickness of the armor was changed: the central part was reinforced from 13 to 16 mm.
  • Update 0.9.3:
    • Main battery reload time decreased from 14 to 13.5 s.
    • Increased horizontal guidance angles of main battery guns:
    • Horizontal aiming angles of the main battery guns were increased:
      • By 32 degrees (for short distances) for the first turret.
      • By 2 degrees for the second turret.
      • By 5 degrees for the third and fourth turrets.
      • By 36 degrees (for long ranges) for the sixth turret.
  • Update 0.9.4:
    • Main battery reload time decreased from 13.5 to 13 s.
  • Update 0.9.5:
    • Main battery reload time decreased from 13.0 to 12.6 s.
    • Small changes to geometry and textures.
  • Update 0.9.9:
    • Main battery reload time decreased from 12.6 to 12.1 s.
  • Update 0.9.10:
    • Main battery reload time decreased from 12.1 to 11.7 s.
  • Update 0.10.10:
    • Secondary battery maximum firing range decreased from 4.5 to 4.3 km.

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