Weimar
150 mm/60 SK C/25 on a Drh Tr C/28 mount4 х 3 pcs. |
Rate of Fire7.5 shots/min. |
Reload Time8 sec. |
Rotation Speed7.6 deg./sec. |
180 Degree Turn Time23.68 sec. |
Firing Range14 km. |
Maximum Dispersion129 m. |
HE Shell150 mm Spr.Gr. L/4.4 Kz. |
Maximum HE Shell Damage1,700 |
Chance of Fire on Target Caused by HE Shell8 % |
Initial HE Shell Velocity960 m./s. |
HE Shell Weight45.5 kg. |
AP Shell150 mm P.Spr.Gr. L/3.7 |
Maximum AP Shell Damage3,900 |
Initial AP Shell Velocity960 m./s. |
AP Shell Weight45.5 kg. |
105 mm/65 SK C/33 on a Dop. L. C/31 mount4 х 2 pcs. |
Firing Range6.3 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 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 Range6 km. |
105 mm/65 SK C/33 on a Dop. L. C/31 mount4 х 2 pcs. |
. . . Average Damage per Second66.4 |
. . . Firing Range4.5 km. |
20 mm/65 C/38 on an L/30 single mount4 х 1 pcs. |
. . . Average Damage per Second12 |
. . . Firing Range2.01 km. |
20 mm/65 C/38 on a twin mount8 х 2 pcs. |
. . . Average Damage per Second33.6 |
. . . Firing Range2.01 km. |
40 mm/56 Flak 28 on a single mount6 х 1 pcs. |
. . . Average Damage per Second45 |
. . . Firing Range3.51 km. |
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount4 х 4 pcs. |
. . . Average Damage per Second24 |
. . . Firing Range2.01 km. |
Maximum Speed31 knot |
Turning Circle Radius650 m. |
Rudder Shift Time8.8 sec. |
Surface Detectability Range12.77 km. |
Air Detectability Range5.64 km. |
Weimar — German special premium Tier VII cruiser.
German engineers considered several weaponry options when developing 10,000-ton ships. The lightest of the projects under consideration was the I/10 project, with eight 210 mm guns housed in four turrets. At the same time, the first modern German light cruisers carried 150 mm triple-gun turrets. The size and layout of the I/10 project allowed for the use of four such turrets in place of 210 mm gun mounts.
Weimar was first released for sale on 09 July 2021.
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 () | ||
---|---|---|---|---|---|---|---|---|---|
G7a T1 | 0.9 | 68 | 7.2 | 13,700 | 64 | 6 | 0 | 0 |
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Weimar is a Tier VII German light cruiser that takes a slot next to her Tech Tree counterpart, Yorck, compared to which she can be regarded as a light cruiser version similar to how Mainz is a light cruiser version of Admiral Hipper.
However, there are some additional differences between the two ships which affect the play style. Most noticeably Weimar has access to the Engine Boost consumable, allowing her to temporarily boost her maneuverability to evade fire or to allow a quick reposition maneuver. Secondly she has access to the Spotting Aircraft consumable, temporarily boosting her otherwise mediocre 14km range to 18.2km.
The main armament of twelve 150mm guns benefits greatly from the improved HE penetration that German shells enjoy, allowing her to penetrate up to 38mm of armor without hurting her fire chance through the use of IFHE. This gives Weimar better usability as a captain trainer, requiring no specific build. The Alpha damage and fire chances also follow the rules of German shells, being below average, making Weimar unable to deal large Alpha strikes with those shells. Her AP shells come with a decent AP penetration and improved AP shell damage, making them lethal shells against cruisers and battleships with thinner extremities that show enough side.
In terms of survivability Weimar comes with several downsides compared to Yorck. The 16mm fore and aft armor make her more vulnerable against battleship caliber shells and smaller HE shells, which means that Weimar would do best to avoid getting hit in the first place.
Weimar is best played at range, making use of her Engine Boost consumable and Spotting Aircraft to avoid return fire while dealing continuous damage with HE shells and fires against larger targets, or hitting cruiser broadsides with AP shells for increased penetration damage even if she does not score citadel hits.Pros:
- Improved HE penetration for the main guns permits consistent damage against thicker plated ships even without IFHE.
- AP shells deal high damage and have great penetration for its gun caliber.
- Despite the slow reload, the practical DPM is high due to good trajectories and HE penetration.
- Heavy torpedo armament for high alpha strikes at short range.
- An improved Engine Boost consumable with a longer duration and higher speed multiplier.
- Improved German Hydroacoustic Search with a 5.5km ship acquisition range.
- Improved Spotting Aircraft with +30% firing range increase instead of +20%.
Cons:
- Lighter bow plating than Yorck, leaving Weimar prone to overmatch by guns 229mm or larger.
- Short main battery range of only 14km.
- Worse than average speed and rudder shift time.
- Vulnerable to air attack.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Weimar are:
- Slot 1: Main Armaments Modification 1
- Slot 2: Hydroacoustic Search Modification 1 (special) or Engine Room Protection
- Slot 3: Aiming Systems Modification 1
- Slot 4: Steering Gears Modification 1 or Propulsion Modification 1
Commander Skills
Recommended Commander Skills | ||||||
---|---|---|---|---|---|---|
Cost (points) |
Attack | Defense | ||||
1 |
★ |
|
|
|
★ |
★★ |
2 |
★★ |
|
★ |
|
★ |
|
3 |
★ |
|
★★★ |
|
★ |
|
4 |
★★ |
★★ |
★ |
|
★★★ |
|
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Weimar can equip the following:
- Slot 1: Damage Control Party
- Slot 2: Hydroacoustic Search or Defensive AA Fire
- Slot 3: Engine Boost
- Slot 4: Spotting Aircraft or Catapult Fighter
Prefer Hydroacoustic Search over Defensive AA Fire and Spotting Aircraft over Catapult Fighter.
Camouflage
As a premium ship, Weimar comes with Default permanent camouflage and a set of permanent combat bonuses.
Signals
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★★★ |
|
|
|
★ |
★ |
|
|
|
★★ |
★★ |
|
|
★★ |
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 0.10.2.
Testing Changes
- DevBlog 120:
- Preliminary characteristics.
- DevBlog 132:
- Main battery firing range decreased from 15.4 to 13.3 km.
- Detectability range by sea decreased from 13.8 to 13.1 km. Other detectability ranges reduced accordingly.
- DevBlog 135:
- Added the Spotting Aircraft Consumable:
- Action time 60 s.
- Cooldown duration 240 s.
- Number of charges: 4.
- Main battery firing range bonus +30%.
- Added the Spotting Aircraft Consumable:
- DevBlog 139:
- Main battery reload time increased from 5 to 6.5 s.
- DevBlog 145:
- Main battery reload time increased from 6.5 to 7.0 s.
- Main battery firing range increased from 13.3 to 14.0 km.
- Maximum view range decreased from 23.94 to 19.2 km.
- DevBlog 150:
- Main battery reload time increased from 7 to 7.5 s.
- AP shell armor penetration increased. It is now similar to that of Mainz.
- DevBlog 159:
- Main battery reload time increased from 7.5 to 8 s.
- Update 0.10.5:
- Available for purchase in the Armory for doubloons and in the Premium store.