Schill
283 mm/54.5 SK C/34 on a Drh LC/34 mount2 х 3 pcs. |
Rate of Fire3 shots/min. |
Reload Time20 sec. |
Rotation Speed7.2 deg./sec. |
180 Degree Turn Time25 sec. |
Firing Range17.3 km. |
Maximum Dispersion152 m. |
HE Shell283 mm Spr.Gr. L/4.2 Kz. |
Maximum HE Shell Damage3,200 |
Chance of Fire on Target Caused by HE Shell20 % |
Initial HE Shell Velocity910 m./s. |
HE Shell Weight300 kg. |
AP Shell283 mm P.Spr.Gr. L/3.7 |
Maximum AP Shell Damage8,400 |
Initial AP Shell Velocity910 m./s. |
AP Shell Weight330 kg. |
150 mm/55 SK C/28 on a Drh Tr C/34 mount2 х 3 pcs. |
Firing Range7.6 km. |
Rate of Fire8 shots/min. |
Reload Time7.5 sec. |
HE Shell150 mm Spr.Gr. L/4.5 |
Maximum HE Shell Damage1,700 |
Initial HE Shell Velocity875 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
105 mm/65 SK C/33 on a Dop. L. C/38 mount6 х 2 pcs. |
Firing Range7.6 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 Vierling2 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 Speed65 knot |
Torpedo Range8.01 km. |
105 mm/65 SK C/33 on a Dop. L. C/38 mount6 х 2 pcs. |
. . . Average Damage per Second99.6 |
. . . Firing Range4.5 km. |
20 mm/65 C/38 on a twin mount10 х 2 pcs. |
. . . Average Damage per Second42 |
. . . 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. |
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount6 х 4 pcs. |
. . . Average Damage per Second36 |
. . . Firing Range2.01 km. |
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount2 х 4 pcs. |
. . . Average Damage per Second12 |
. . . Firing Range2.01 km. |
Maximum Speed32.5 knot |
Turning Circle Radius760 m. |
Rudder Shift Time12.4 sec. |
Surface Detectability Range14.49 km. |
Air Detectability Range8.17 km. |
Schill — German special premium Tier VIII cruiser.
In the late 1930s, the German Navy High Command ordered the development of a project that was intended for use as part of a naval blockade of Great Britain by raider formations. Twelve P-class ships, created based on the development of the Deutschland-class panzerschiff (heavy cruiser) project, were supposed to act as the main strike force in this plan. In 1939, contracts were signed with dockyards for the construction of these ships, but the order was subsequently canceled in favor of O-class battlecruisers. The original documentation specified the ship class as Handelsstörer, or "Raider."
Schill was first released for sale as the final bundle in a chain of sequential bundles in the Armory on 3 October 2023.
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 | 65 | 8 | 0 | 0 |
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 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
While classed as a cruiser, VIII Schill is more aptly described as a battlecruiser. She is best suited for the role of a cruiser-killer thanks to her accurate, hard-hitting guns. Naval enthusiasts and veterans of the game may liken her to a larger Graf Spee at Tier VIII, and in many regards this is exactly how she performs.
Main Battery
Her most defining characteristic is her main guns. While they may appear to be identical to Graf Spee’s guns, they have a few notable improvements. Starting with the similarities, she has a relatively slow reload for a cruiser of 20 seconds which results in overall low damage-per-minute on both her armor-piercing and high-explosive ammunition. Like Graf Spee, she only has six guns, so poor aim and/or bad RNG will result in frustrating salvoes.
What really sets her apart from her Tier VI counterpart and most large cruisers is that she has standard cruiser dispersion and sigma instead of large cruiser/battlecruiser accuracy, similar to IX Siegfried, which means she does tend to land shells more predictably. She also has better penetration on her armor-piercing rounds that can even punish broadside battleships at closer ranges. Her high explosive rounds are - as with most German ships - unremarkable, and should only be used when armor-piercing is ineffective. Schill also has good firing angles and a comfortable turret traverse of 7.2 degrees per second which grants her some flexibility.
Perhaps what really sets her apart from Graf Spee is her Main Battery Reload Booster that reduces her reload time by 50%. This allows Schill to capitalize on opportunities like broadsides and captains that aren’t paying attention.
Torpedoes
Like Graf Spee, Schill carries torpedoes. In fact, they are identical: the same damage, speed, reload time, and excellent 8 kilometer range. She also boasts incredibly wide firing angles, allowing captains to launch torpedoes ahead of their ship without having to show any broadside to hostile vessels.
Secondary Battery
Schill has a fairly heavy secondary battery for a cruiser, but has poor (standard) accuracy which means a secondary build is not a good use of commander skills and upgrades. They may contribute some minimal damage in a close-quarters brawl, but in all other regards they might as well not exist.
Survivability
With respect to her survivability, Schill can boast more armor than most cruisers at her tier. The overall armor scheme is decent, and more akin to a cruiser than other large cruisers like VIII Congress. She is covered in 27 mm plating, with a 30 mm icebreaker bow that will ricochet all AP shells with a caliber smaller than 430 mm. Schill also has a turtleback, but it is angled so steeply that it is rendered largely ineffective except when angled sharply towards or away from incoming shells. Fortunately, her 120 mm main armor belt extends almost halfway up her freeboard, which has the added benefit of shattering most HE shells. The 13% torpedo damage reduction is average for a Tier VIII cruiser, but it’s always best to avoid taking damage in the first place. Luckily, Schill carries the Repair Party consumable to heal back some of the damage she takes in the course of a battle. Unfortunately, she only gets two charges base and they only heal back the standard 14% (maximum) of the ship’s hitpoints, so she must actively avoid taking damage. This may prove somewhat difficult when her main battery range is only 17.3 km and her 14.5 km base surface detection range can only be reduced to 11.7 km with all of the appropriate commander skills and upgrades (see below).
Maneuverability
A base top speed of 32.5 knots means Schill is relatively slow for a Tier VIII cruiser. The premise of a ship being able to out-fight what she can’t outrun and outrun what she cannot outfight does not apply for this vessel; captains must know when and how to break contact with the opposing force when the tide of the battle is not in their favor. Schill also has an average turning radius (good for a large cruiser) but slow rudder shift.
Consumables
It is important to note that Schill is classed as a large cruiser when it comes to fire and flood durations — they are longer than on typical cruisers, and therefore a significant threat. She is equipped with the standard Damage Control Party consumable, the use of which will be imperative to her longevity in the match. She also gets a choice between the long-range German variant of Hydroacoustic Search or Defensive AA Fire consumable; the former is recommended to spot enemy ships and torpedoes. As aforementioned, Schill has a Main Battery Reload Booster that grants her a -50% reload bonus, of which there are 3 charges base. She can choose between a Catapult Fighter or Spotting Aircraft, the latter of which will likely have more utility. Lastly, she has two charges of the Repair Party consumable to keep her in the fight longer.
Anti-Aircraft Defences
Overall, Schill’s AAA is mediocre. Her long- and short-range damage-per-second is fairly average, but the medium-range aura may as well not exist. Captain’s are strongly advised not to rely on her AAA alone and must actively maneuver to mitigate damage from air attacks.
ASW
Schill is unique amongst other German Tier VIII cruisers in that she comes with plane-dropped depth charges. That said, they are identical to every other Tier VIII cruiser’s airstrike (barring Dutch cruisers), featuring a 7 kilometer range and 30 second reload. She gets two flights that drop one depth charge each, dealing a maximum 4200 damage over a blast radius of 375m.
Battle Performance
While Schill is technically a large cruiser, she is still just a cruiser and should avoid taking huge amounts of damage. She should be played as a medium- to long-range sniper in the early game, then move to closer ranges in the late game to finish off low-HP targets. Her long base reload means she cannot take down targets based on damage-per-minute alone; Schill is an opportunistic ship and should use her reload booster when presented with a favorable target. Remember that she is designed as a cruiser killer and therefore her primary targets should be cruisers, but she can punish broadside battleships too.Pros:
- Decent HP pool and presence of a Repair Party consumable
- Accurate, hard-hitting main battery guns
- Good torpedo range and firing angles
- Access to main battery reload booster
Cons:
- Cruiser-style armor scheme (cannot take a beating)
- Low DPM and only six guns
- Mediocre AAA
- Slow
- High surface detection radius
Research
Optimal Configuration
Upgrades
The recommended upgrades are:
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1 or Hydroacoustic Search Modification 1
- Slot 3: Aiming Systems Modification 1
- Slot 4: Propulsion Modification 1 or Steering Gears Modification 1
- Slot 5: Concealment System Modification 1 or Steering Gears Modification 2
Commander Skills
Consumables
Schill equips the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Hydroacoustic Search – 3 charges or Defensive AA Fire – 3 charges
- Slot 3: Main Battery Reload Booster – 3 charges
- Slot 4: Catapult Fighter – 3 charges or Spotting Aircraft – 4 charges
- Slot 5: Repair Party – 2 charges
Camouflage
As a premium ship, Schill comes with Default permanent camouflage and a set of permanent combat bonuses.
Signals
Recommended Signal Flags | |||||
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Combat | |||||
★★★ |
★★ |
★★★ |
★ |
★ |
★ |
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★ |
★★ |
★★ |
★★★ |
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★★ |
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
Video
References
Ship Change Log
See here for links to Update notes.
- Available for testing by supertesters in the game starting from Update 12.4.
Testing Changes
- DevBlog 437:
- Preliminary characteristics.
- DevBlog 446:
- Main battery reload time increased from 16.5 to 18.1 s.
- DevBlog 452:
- The "Spotting Aircraft" consumable was added to the same slot as the "Fighter" consumable.
- Torpedo range increased from 6 to 10 km.
- DevBlog 470:
- Main battery reload time increased from 18.1 to 20 s.
- AP shell penetration capabilities increased.
- Torpedo range reduced from 10 to 8 km.
- Torpedo speed increased from 64 to 65 kt.
- HP reduced from 56,800 to 44,000.
- Fire duration increased 30 to 60 s.
- Added the Main Battery Reload Booster consumable with the following parameters:
- Main battery reload time: -67%.
- Action time: 20 s.
- Reload time: 120 s.
- Charges: 3.
- Damage Control Party consumable replaced with the Fast Damage Control Team consumable with the following parameters:
- Action time: 10 s.
- Reload time: 40 s.
- Charges: 4.
- The Defensive AA Fire consumable has been moved to the same slot as the Hydroacoustic Search consumable.
- DevBlog 477:
- Bonus to main battery reload provided by the Main Battery Reload Booster consumable reduced from -67 to -50%.
- Replaced Fast Damage Control Team consumable with standard Damage Control Party consumable.
- Added Repair Party consumable with following parameters:
- Action time: 28 s.
- HP per second: 220.
- Reload time: 120 s.
- Charges: 2.
- Citadel damage recovered: 10%.