Hindenburg
203 mm/60 SK C/34 in a turret4 х 3 pcs. |
Rate of Fire6.12 shots/min. |
Reload Time9.8 sec. |
Rotation Speed8 deg./sec. |
180 Degree Turn Time22.5 sec. |
Firing Range17.83 km. |
Maximum Dispersion156 m. |
HE Shell203 mm Spr.Gr. L/4.7 Kz. |
Maximum HE Shell Damage2,500 |
Chance of Fire on Target Caused by HE Shell13 % |
Initial HE Shell Velocity925 m./s. |
HE Shell Weight122 kg. |
AP Shell203 mm P.Spr.Gr. L/4.4 |
Maximum AP Shell Damage5,900 |
Initial AP Shell Velocity925 m./s. |
AP Shell Weight122 kg. |
105 mm/65 SK C/33 on a Dop. L. C/31 mount8 х 2 pcs. |
Firing Range8.3 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 Shell5 % |
533 mm Vierling4 х 4 pcs. |
Rate of Fire0.67 shots/min. |
Reload Time90 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoG7a T1 |
Maximum Damage13,700 |
Torpedo Speed64 knot |
Torpedo Range6 km. |
105 mm/65 SK C/33 on a Dop. L. C/31 mount8 х 2 pcs. |
. . . Average Damage per Second132.8 |
. . . Firing Range4.5 km. |
55 mm/77 Gerät 58 on a twin mount7 х 2 pcs. |
. . . Average Damage per Second170.8 |
. . . Firing Range3.99 km. |
20 mm/65 C/38 on a twin mount4 х 2 pcs. |
. . . Average Damage per Second16.8 |
. . . Firing Range2.01 km. |
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount7 х 4 pcs. |
. . . Average Damage per Second42 |
. . . Firing Range2.01 km. |
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount2 х 4 pcs. |
. . . Average Damage per Second12.8 |
. . . Firing Range2.01 km. |
55 mm/77 Gerät 58 on a single mount2 х 1 pcs. |
. . . Average Damage per Second34.6 |
. . . Firing Range3.99 km. |
Maximum Speed31.5 knot |
Turning Circle Radius800 m. |
Rudder Shift Time12.1 sec. |
Surface Detectability Range15.54 km. |
Air Detectability Range8.47 km. |
Hindenburg — German Tier X cruiser.
The ship was developed from a series of German heavy cruisers. Unlike ships of preceding classes, she boasted an increased displacement and more powerful main battery guns.
Modules
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 () | ||
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G7a T1 | 0.7 | 90 | 7.2 | 13,700 | 64 | 6 | 0 | 260,000 |
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Slot 6 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Settling in to play Hindenburg at Tier X will feel good to veterans of the branch who took the time to play the previous tier's Roon and get comfortable in her. Hindenburg is essentially a better Roon, with more guns, more torpedoes, more anti-aircraft defenses, and more health.
Sporting more main battery rifles than all other Tier X cruisers save the Japanese Zao and Italian Venezia, Hindenburg is gifted with a balanced 4x3 turret layout: turrets "Anton" and "Bruno" are forward of the superstructure, while "Caesar" and "Dora" are aft of it. This gives Hindenburg captains the flexibility to put all twelve barrels on a single target as necessary, or to present enemies with a significantly narrower profile to shoot and still keep half her main battery in action. Combined with her rate of fire, this makes Hindenburg a potentially deadly opponent to almost any ship she faces. While her individual high explosive shell performance looks uninspiring, it is deceptive; she fires a dozen, highly accurate shells every 9.8 seconds. They produce a prodigious number of fires and rack up solid penetration damage thanks to German HE shells penetrating enemy armor thicknesses 1/4 of their diameter and below (as opposed to most other cruisers' 1/6th diameter and below). Enemy ships who make the mistake of presenting a broadside profile to Hindenburg should be prepared to pay the price; her armor piercing shells have good penetration values and extremely high damage. Salvos of 10,000 damage or more against enemy battleships at mid-range or closer are not uncommon if they opt to disrespect the power of Hindenburg’s AP rounds.
Aside from her damage output, Hindenburg is a virtual Swiss Army knife of tools that allow her to contribute to her team's success in other ways. She is fairly mediocre (with a 30 mm midsection and 27 mm bow and aft), with an armor scheme that leaves her vulnerable at long range, but able to take more punishment than might be expected because of the turtleback as she closes with the enemy; her Repair Party furthers her longevity. Her torpedo armament packs a serious wallop: Hindenburg loves to brawl with her enemies when given the chance, and her torpedoes frequently mean that she is the one sailing away afterwards, even from a point-blank engagement with an enemy battleship, although brawling shouldn't be your main focus in Hindenburg. Last — but not least — she has the best Hydroacoustic Search in the game, capable of spotting incoming torpedoes more than four kilometers away, and detecting enemy ships at nearly six kilometers.
On the downside, Hindenburg has a staggering base detection radius of 15.5 kilometers; even when fully-rigged for stealth, the lowest detection radius she can achieve is 12.6 km. This is noteworthy in that there are some Tier X battleships capable of fitting out with an even lower detection radius. Further compounding her detectability issues is her armor scheme's vulnerability to long-range fire if not angled properly. Hindenburg is most vulnerable to large amounts of incoming damage when at long range. Even with these flaws, Hindenburg shines at long - mid range were she can maximise her guns with good ballistics and good pen.
Viewed as a complete package, Hindenburg is a very good long range HE spammer, but also does decently at close range. She is very capable of contributing to her team in any situation she might find herself in. She can provide her captain with the tools for winning, but it is up to the captain to employ these tools correctly.Pros:
- Fast-reloading 203 mm guns; not as fast as Des Moines, but with better base range and shell arcs.
- Excellent shell velocity and low gun arc makes hitting distant targets easier.
- Good range on her main battery guns, which can be boosted to 20.7 km by equipping Gun Fire Control System Modification 2 .
- One of the highest damage cruiser armor piercing shells in the game; Hindenburg will punish any ship that is completely broadside to her, regardless of class.
- Decent torpedoes with good firing arcs.
- Armor scheme is deceptively sturdy; she is hard to citadel with her turtleback at short range.
- Best Hydroacoustic Search in the game.
- Historically has managed to stay fairly consistant, despite changes in the mechanics of the game.
Cons:
- High explosive shell damage is lower than all other Tier X cruisers.
- Torpedo armament can be easily knocked out due to their position on the ship.
- Sluggish maneuverability and low maximum speed.
- Large size; Hindenburg is fairly easy for enemies to hit.
- Large detection radius for a cruiser — 15.5 km base — although this can be reduced to ~12 km with the right equipment modules and commander skills.
- Prone to citadel penetrations at long range if not angled properly, which makes her large detection radius a huge liability.
- Has to expose quite a bit of her broadside to bring all guns to bear.
Research
Optimal Configuration
As the pinnacle of the German cruiser line, Hindenburg offers more flexibility to her captain than any other top-tier cruiser in the game. She can be fitted out as an anti-aircraft platform rivaling that of Des Moines; she can boost her main battery range and rain shells on opponents from positions that make her difficult to hit; she can boost the rate of fire of her main battery significantly and turn her into one of the best damage dealers in the game. All of these options — and more — are available to Hindenburg captains, depending on which upgrades and commander skills they choose.
Upgrades
The recommended upgrades for Hindenburg are as follows:
- Slot 1: Main Armaments Modification 1 *
- Slot 2: Damage Control System Modification 1 *
- Slot 3: Aiming Systems Modification 1 *
- Slot 4: Propulsion Modification 1
- Slot 5: Concealment System Modification 1 *
- Slot 6: Main Battery Modification 3
Main Armaments Modification 1 is the recommended pick for Slot 1, though captains who choose to equip Spotting Aircraft may wish to install Spotting Aircraft Modification 1 in this slot instead. Captains with access to Hydroacoustic Search Modification 1 are encouraged to plug those in Slot 2 depending on which consumable they opt to equip. Concealment System Modification 1 is the most popular pick for Slot 5 in order to help curtail her large detection radius. Conversely, Steering Gears Modification 2 is a strong option in the same slot for captains who prefer quicker rudder response, but this is not advised for a normal build.
The upgrade in Slot 3 is largely dependent on how captains intend to invest commander skill points on Hindenburg and the role they want her to fulfill in a given game.
Generalist Build: The easy choice for Slot 3 is Aiming Systems Modification 1 , or you could choose Main Battery Modification 2 which improves her turret traverse greatly.
Commander Skills
Hindenburg’s commander build is mostly similar to other cruiser counterparts, but with a few minor differences: Due to the extra Repair Party consumable, Superintendent isn't as mandatory on her as you are unlikely to burn through five Repair Party s.
Normal Build
Gun Feeder, Priority Target, Eye In The Sky, Consumable Enhancements, Survivability Expert, Adrenaline Rush, Concealment expert, Top Grade Gunner.
Alternatively, replacing Concealment Expert with Heavy HE And SAP Shells and Grease the Gears with Propulsion Modification 1 and Steering Gears Modification 2 will give hindenburg more DPM, but this is advised for captains with excellent situational awareness as it gives up concealment for max DPM.
Consumables
Hindenburg can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire – 3 charges or Hydroacoustic Search – 3 charges
- Slot 3: Spotting Aircraft – 3 charges or Catapult Fighter – 3 charges
- Slot 4: Repair Party – 3 charges
Hindenburg’s best-in-game Hydroacoustic Search is one of her strengths. It allows her to hunt down destroyers in close proximity — particularly those shielded by smoke — and to warn friendly captains of incoming torpedoes in more than ample time to avoid them. Due to the rarity of carriers in high tier games, it is generally preferable to Defensive AA Fire , although the odd carrier might ruin a match.
Signals
Signals boosting the fire chance of her main battery — Victor Lima () and India X-Ray () — are recommended. India Delta () should be flown to maximize health recovered via Repair Party . Sierra Mike () is a good pick to increase her somewhat low top speed, while November Echo Setteseven () will help pile on more DPS for an Anti-Aircraft Build.
Recommended Signal Flags | |||||
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Combat | |||||
★ |
★ |
★ |
★ |
★★★ |
★★★ |
★★ |
★ |
★★ |
★★★ |
★★ |
★★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Hindenburg bounces an AP salvo fired by an enemy Des Moines.
An enemy Iowa succumbs to Hindenburg torpedoes.
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 0.5.0.1.
- Introduced into the game as a researchable ship in Update 0.5.0.3.
- Update 0.5.2:
- Anti-torpedo protection coefficients were recalculated, as a result, when a torpedo hits a cruiser, the damage decreased by 12% compared to the previous value.
- Credit and Experience earnings increased by 11%.
- A new mechanism for calculating the damage and range of air defense fire was introduced , as a result, the characteristics of air defense guns were slightly changed.
- Update 0.5.3.2:
- The ship and gun models were slightly changed.
- Update 0.5.6:
- Received a new more powerful HE shell type. The current 203mm Spr.gr. L/4.7 Bdz HE shell type was replaced by the 203mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage increased by 200 points (from 2300 to 2500), and the chance of causing fire increased by 2% (from 11% to 13%).
- Extended the close range firing sectors of her main guns
- Her AA defenses were altered - the average AA damage was slightly decreased:
- 4х2 20mm Flakzwilling 38, 9x4 20mm Flakvierling 38: the average AA damage within the 2km AA engagement area radius decreased by 5 points (from 77 to 72 points).
- The AA mounts that had previously been used within the 3.5km AA engagement area were removed: the average AA damage within the 3.5km AA engagement area radius decreased by 30 points (from 30 to 0 points).
- 8х2 105mm L/65 Dop. L. C/31: the average AA damage within the 4.5km AA engagement area radius did not change and remained equal to 133 points.
- 2x1 55mm L/77 Gerat 58, 7x2 55mm L/77 Gerat 58 Zwilling: the average AA damage within the 5km AA engagement area radius decreased by 18 points (from 224 to 206 points).
- Update 0.5.8:
- The armor model of the hull was refined.
- Update 0.6.2:
- Fixed small visual bugs at low and medium graphics settings.
- Update 0.6.3:
- Sigma increased from 2 to 2.05.
- Update 0.6.4:
- The thickness of the bow and stern, the plating of the casemate, and the corresponding decks was increased from 25 to 27 mm.
- The appearance was improved.
- Update 0.6.6:
- The penetration of HE shells was increased from 1/6 of the caliber to 1/4 of the caliber.
- Magazines now better-protected from large-caliber HE shells.
- Update 0.6.8:
- For 105 mm secondary battery shells, the chance of setting fire was reduced from 9% to 5%, and the damage from 1300 to 1200.
- The range of the secondary battery was increased from 4.5 to 6 km.
- Update 0.6.11:
- Fixed a bug that caused the main guns to pass through elements of the ship when in restricted firing angles.
- Update 0.6.12:
- Detectability when firing main guns in smoke changed to 10.17 km.
- Detection range of the Arado Ar.196 aircraft was increased from 4 km to 7 km in air, and to 8 km by sea.
- Update 0.6.13:
- Fire extinguishing time now 30 s instead of 60 s.
- Update 0.7.6:
- Main battery reload time increased from 10 to 11 s.
- Update 0.7.10:
- The range of the Hydroacoustic Search consumable was unified: 6 km for detecting ships, 4 km for detecting torpedoes.
- Update 0.7.11:
- The number of charges of the Repair Party consumable was increased from 2 (3) to 3 (4).
- The silhouette of the ship was brought in line with its real model.
- Update 0.8.5:
- Credit earnings increased by 5%.
- Update 0.8.6:
- Main battery reload time reduced from 11 to 10.5 s.
- The armor penetration of the 105 mm secondary high-explosive projectiles was increased from 18 to 26 mm.
- Update 0.8.10:
- The error that caused aircraft to fly through superstructures when using the Fighter consumable was fixed.
- Update 0.9.0:
- Main battery reload time decreased from 10.5 to 9.8 s.
- Update 0.9.6:
- The value of the in-game turning circle radius was changed to 800 m to correct prior discrepancy.
- Update 0.9.7:
- Minor fixes to geometry and textures.
- Update 0.9.10:
- The distribution of HP in the hull was slightly updated.
- Update 0.9.11:
- Fixed geometry and textures of the ship.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 8.3 km.
- Update 13.1:
- Removed Depth Charges.
- Added Depth Charge Airstrike with the following characteristics:
- Range: 8 km.
- Reload: 30 s.
- Number of charges: 2.
- Number of aircraft: 1.
- Number of bombs per aircraft: 2.
- Damage: 4,900.