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Cruiser | Germany | Tier VII
Tech Tree Position
Admiral Hipper
Research price70500 exp
Purchase price5,650,000 Credits
Hit Points27,200 
Main Battery
IDS_PGGM027_210MM45_SK_L454 х 2 pcs.
Rate of Fireshots/min.
Reload Time12 sec.
Rotation Speed5.2 deg./sec.
180 Degree Turn Time34.62 sec.
Firing Range15.75 km.
Maximum Dispersion141 m.
HE Shell210 mm Spr.Gr. L/4.3 
Maximum HE Shell Damage2,900 
Chance of Fire on Target Caused by HE Shell12 %
Initial HE Shell Velocity900 m./s.
HE Shell Weight113.5 kg.
AP Shell210 mm P.Spr.Gr. L/4.1 
Maximum AP Shell Damage5,600 
Initial AP Shell Velocity900 m./s.
AP Shell Weight113.5 kg.
Secondary Armament #1
88 mm/76 SK C/32 on a Dop. L. C/32 mount4 х 2 pcs.
Firing Range6.3 km.
Rate of Fire15 shots/min.
Reload Timesec.
HE Shell88 mm Spr.Gr. 
Maximum HE Shell Damage1,000 
Initial HE Shell Velocity950 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
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 Rangekm.
AA Defense
88 mm/76 SK C/32 on a Dop. L. C/32 mount4 х 2 pcs.
. . . Average Damage per Second32.4 
. . . Firing Range3.99 km.
20 mm/65 C/38 on an L/30 single mount8 х 1 pcs.
. . . Average Damage per Second24 
. . . 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 twin mount6 х 2 pcs.
. . . Average Damage per Second25.2 
. . . Firing Range2.01 km.
20 mm/65 C/38 on an L/30 single mount2 х 1 pcs.
. . . Average Damage per Second
. . . Firing Range2.01 km.
Maximum Speed32 knot
Turning Circle Radius650 m.
Rudder Shift Time11.4 sec.
Surface Detectability Range13.44 km.
Air Detectability Range5.93 km.
Battle Levels

Yorck — German Tier VII cruiser.

Under the terms of the Treaty of Versailles, Germany was permitted to retain six aging battleships of the Deutschland and Braunschweig classes. Upon reaching their designated age limits, these vessels could be replaced with ships weighing no more than 10,000 tons in displacement. In the 1920s, the heads of the Navy initiated extensive research into future ships to replace the old battleships. Several variants were proposed, including a design resembling the "Washington" cruisers. This particular project envisioned the use of eight 8-inch guns. The project was never implemented, but its further development led to the emergence of "pocket battleships."


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
210 mm/45 SK L/45 in a turret534.61412,900125,600 0410,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Yorck (A)27,200131804410/6/6/44 0630,000
Yorck (B)32,60013180444/8/4/6/44 21,5001,800,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
G7a T10.9687.213,700646 0260,000
Maximum Firing Range
Research price
Purchase price
FKS Typ 7 Mod. 10 0380,000
FKS Typ 7 Mod. 20 14,0001,100,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 80,000 hp32 0330,000

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
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1

Player Opinion


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

The first heavy cruiser of the German line, Yorck is a radical change from her predecessors at Tiers V and VI... so much so that she is often a badly maligned and misunderstood ship.

New Yorck captains will immediately notice the change in the main battery. Königsberg and Nürnberg both sport nine 150mm guns; Yorck’s battery is comprised of eight 210mm rifles. She fires twice as slowly as Nürnberg as well, which requires some adjustment. Her 210mm shells, however, have greatly improved damage performance over the 150mm ones of her predecessors. Yorck has the best HE shell performance of the entire German cruiser line with a base damage of 2,900 points and a 12% fire chance, while her AP performance is identical to those of the following German cruisers with a high damage but poor effectiveness against angled targets. The key to success while playing the Yorck lies with choosing the right type of ammunition, as both her HE and AP offer marked benefits. Her HE possesses improved penetration values, making shatters unlikely even against heavily armored enemies. Her AP has the best damage value at tier and is only marginally less potent than the AP ammunition used on the Tier X Hindenburg. With good ballistics both ammunition types are effective even at maximum range.

Yorck’s armor is somewhat better than Nürnberg, as befitting her heavy cruiser status. She is still prone to citadel hits when broadside, but is the first German cruiser to feature the turtleback armor scheme that makes them more difficult to citadel at medium and close range (particularly when well-angled against incoming fire).

In her stock configuration, Yorck finds herself with a default firing range equal to or longer than that of her American, British, and Japanese contemporaries (Pensacola, Fiji and Myoko, respectively). Only the French Algérie exceeds her 17.3km range when fully upgraded. Her anti-aircraft suite is solid if unremarkable; her quick rudder shift, small turning circle, and compact overall length combine to make her a difficult target for enemy bomber aircraft.

On the whole, Yorck is one of the better Tier VII cruisers available for captains and is a solid introduction to the German heavy cruiser play style that continues with the Tier VIII Admiral Hipper.


  • Unrivaled range for a cruiser at her tier.
  • Excellent handling characteristics; relatively fast rudder shift and small turning radius.
  • Good damage on both HE and AP shells.
  • Surprisingly useable secondaries.
  • Improved armor and German turtleback armor scheme give her a modicum of additional survivability.
  • Fast reload time for a heavy cruiser (12 seconds).
  • Decent AA suite.
  • Has access to the German Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumable.


  • Fairly slow turret traverse.
  • Armor — despite being improved over that of Nürnberg — still cannot take much punishment, and sometimes HE shells will deal more damage than expected.
  • Average health pool amongst her contemporaries.


Availability of researchable upgrades for Yorck is as follows:

  • Hull: Upgrade to Hull (B) for additional health and more anti-aircraft protection. Research of this module unlocks progression to Admiral Hipper.
  • Gun Fire Control System: Upgrade to FKS Typ 7 Mod. 2 for an extra 10% range on the main battery.
Given the range advantage that stock Yorck already enjoys, Hull (B) is the best place to invest initial experience gains. The extra health will improve her survivability greatly.

Optimal Configuration


The recommended upgrades for Yorck are as follows:

Upgrade Slot 3 offers three interesting choices: Aiming Systems Modification 1 : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion., AA Guns Modification 1 +20% reduction in the preparation time of the priority AA sector., or Main Battery Modification 2 (which, when combined with Expert Marksman drops her turret traverse under 27 seconds for 180 degree turn time). Ultimately this is captain's choice, but Main Battery Modification 2 is recommended so that Yorck can keep her guns on target while actively maneuvering.

Commander Skills

Of all the cruisers in the German line, Yorck will benefit most from Demolition Expert at Level 3 given how frequently she will find herself firing HE shells. Expert Marksman is a must at Level 2, and Concealment Expert is highly recommended at Level 4.


Yorck can equip the following consumables:


More than any other German cruiser, Yorck will benefit from Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) to boost her fire chance. Sierra Mike (+5% to the ship's maximum speed.) helps alleviate some of her deficiencies in top speed compared to her contemporaries.

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


Historical Info

Historical Gallery


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update
  • Introduced into the game as a researchable ship in Update
  • Update 0.5.2:
    • The time for a full traverse of the main battery turrets was reduced from 51.4 to 34.6 s.
    • Credits and experience earnings increased by 11%.
  • Update 0.5.6:
    • Added the Type 17 permanent camouflage.
  • Update 0.5.8:
    • The armor model of the hull was refined.
  • Update 0.6.6:
    • The penetration of HE shells was increased from 1/6 of the caliber to 1/4 of the caliber.
  • 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.
    • For 88 mm secondary battery shells, the chance of setting fire was reduced from 7% to 4%, and the damage from 1100 to 1000.
    • Improved appearance with the use of a special technology for rendering thin elements (mainly rigging).
  • 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 8.33 km.
  • Update 0.6.13:
    • Fire extinguishing time now 30 s instead of 60 s.
  • Update 0.6.15:
    • For the permanent camouflage "Type 17", the discount on ship maintenance was increased from 5 to 10%.
  • Update 0.7.9:
    • The flight time of high-explosive and armor-piercing shells was reduced; At 10 km: from 5.65 and 6.72 s to 5.09 and 5.14 s, respectively.
    • AP shell damage increased from 5500 to 5600.
  • Update 0.7.10:
    • The range of the Hydroacoustic Search consumable was unified: 5.5 km for detecting ships, 3.75 km for detecting torpedoes.
  • Update 0.9.2:
    • Penetration of 105 mm HE shells increased from 18 to 26 mm.
    • Central armor was reinforced from 16 to 25 mm.
  • Update 0.9.3:
    • Bow and stern armor increased from 16 to 25 mm.
  • Update 0.9.10:
    • The distribution of HP in the hull was slightly updated.
  • Update 0.10.0:
    • The firing range of the secondary battery was increased to 6.3 km.
  • Update 13.1:
    • Removed Depth Charges.
    • Added Depth Charge Airstrike with the following characteristics:
      • Range: 6 km.
      • Reload: 25 s.
      • Number of charges: 2.
      • Number of aircraft: 1.
      • Number of bombs per aircraft: 1.
      • Damage: 3,400.

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