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Admiral Hipper

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AA Guns Modification 1
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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
 +A heavy cruiser that was as good as most ships of this type in terms of speed and armament power. The ship boasted distinct advantages typical of the German Navy ships, i.e. an advanced gun fire control system and a high level of survivability. Those advantages were based on the ship's decent protection, rugged construction, and elaborate subdivision into compartments.<br><br><br>{{Model3DViewer|69e7b49bbf01402589d055f5c2d631c0}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
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 Like other German cruisers, ''Admiral Hipper''’s primary strength is the superior range and favorable dispersion of her 8-inch (203 mm) guns. Her main battery is capable of dealing excellent armor piercing damage to enemy cruisers, but can also deal a surprising amount of damage to battleships exposing their flat broadside to her. The long range (nearly 5.6 km) of her Hydroacoustic Search consumable makes it very difficult to torpedo her from a distance and allows her to actively hunt down destroyers or other ships that might be stationary in a nearby cloud of [[Ship:Smoke Screens|smoke]]. Her AA guns are mediocre on her stock hull and Hull (B), but once Hull (C) is equipped ''Hipper''’s AA is a true asset to herself and her team. Like other German cruisers, ''Admiral Hipper''’s primary strength is the superior range and favorable dispersion of her 8-inch (203 mm) guns. Her main battery is capable of dealing excellent armor piercing damage to enemy cruisers, but can also deal a surprising amount of damage to battleships exposing their flat broadside to her. The long range (nearly 5.6 km) of her Hydroacoustic Search consumable makes it very difficult to torpedo her from a distance and allows her to actively hunt down destroyers or other ships that might be stationary in a nearby cloud of [[Ship:Smoke Screens|smoke]]. Her AA guns are mediocre on her stock hull and Hull (B), but once Hull (C) is equipped ''Hipper''’s AA is a true asset to herself and her team.
  
?While ''Admiral Hipper'' has many strengths, she is not without faults. Her high explosive shells, while serviceable, will sometimes frustrate and disappoint, and the armor scheme of the ship is highly vulnerable to long-range fire. Her range is excellent by cruiser standards, but any battleship at the same tier or above will significantly outrange ''Hipper'', which — combined with her high detectability (the worst among Tier VIII cruisers) — makes drawing attention early in a match nearly suicidal. With a top speed of 32 knots she's on the slower side for a cruiser, and while her main battery has outstanding range and shell performance, the reload is notably slower than her counterparts in other nations. ''Hipper'' captains must make every shot count, as cruisers like ''[[Mikhail Kutuzov]]'' or ''[[Edinburgh]]'' put shells downrange nearly twice as quickly.+While ''Admiral Hipper'' has many strengths, she is not without faults. Her high explosive shells, while serviceable, will sometimes frustrate and disappoint, and the armor scheme of the ship is highly vulnerable to long-range fire. Her range is excellent by cruiser standards, but any battleship at the same tier or above will significantly outrange ''Hipper'', which — combined with her high detectability (the worst among Tier VIII cruisers) — makes drawing attention early in a match nearly suicidal. With a top speed of 32 knots she's on the slower side for a cruiser, and while her main battery has outstanding range and shell performance, the reload time is notably slower than competing light cruisers. ''Hipper'' captains must make every shot count, as cruisers like ''[[Mikhail Kutuzov]]'' or ''[[Edinburgh]]'' put shells downrange much more quickly.
  
 ''Admiral Hipper'' is well-suited to the role of either a second-line long range support ship or part of a flanking group. She truly shines when engaging either other cruisers or a distracted target; if she finds herself dueling a battleship, a smart ''Hipper'' captain is advised to hold the range open, find some island cover or friendly smoke to duck behind, and re-engage under better circumstances. ''Hipper''’s large health pool makes it a virtual certainty that she can survive late into games — providing her captain doesn't make any serious mistakes — and it is in the late game that she truly shines, able to flex her varied strengths and contribute to victory regardless of the situation she finds herself in. ''Admiral Hipper'' is well-suited to the role of either a second-line long range support ship or part of a flanking group. She truly shines when engaging either other cruisers or a distracted target; if she finds herself dueling a battleship, a smart ''Hipper'' captain is advised to hold the range open, find some island cover or friendly smoke to duck behind, and re-engage under better circumstances. ''Hipper''’s large health pool makes it a virtual certainty that she can survive late into games — providing her captain doesn't make any serious mistakes — and it is in the late game that she truly shines, able to flex her varied strengths and contribute to victory regardless of the situation she finds herself in.
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 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?Top priority should be given to both of ''Admiral Hipper''’s Hull module upgrades. Hull (B) brings nearly a 20% boost to her health pool, an improved rudder shift time, upgraded high explosive shells for her main battery, and a minor improvement in her anti-aircraft suite. Hull (C) drops all of her 37mm Flak guns in favor of the more potent 40mm version and is a drastic increase to her viability as an anti-aircraft platform. The Fire Control System module upgrade can be saved for last. +Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows:
 +* '''Hull:''' Upgrade to Hull (B) for a minor increase in her anti-aircraft suite, better high explosive shells, a large bump in her health pool, and a 35% improvement in her rudder shift speed. Upgrade to Hull (C) for a significant improvement in her AA armament. Research of Hull (C) unlocks progression to ''[[Roon]]''.
 +* '''Gun Fire Control System:''' Upgrade to FKS Typ 8 Mod. 2 for an extra 10% range on the main battery.
 + 
 +Top priority should be given to both of ''Admiral Hipper''’s hull module upgrades. Hull (B) brings nearly a 20% boost to her health pool, an improved rudder shift time, upgraded high explosive shells for her main battery, and a minor improvement in her anti-aircraft suite. Hull (C) drops all of her 37mm Flak guns in favor of the more potent 40mm version and is a drastic increase to her viability as an anti-aircraft platform. The Fire Control System module upgrade can be saved for last.
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
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 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
 The recommended upgrades for ''{{#var:ship_name}}'' are as follows: The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
?* '''Slot 1''': [[Ship:Upgrades#Main_Armaments_Modification.C2.A01|Main Armaments Modification 1]]+* '''Slot 1''': {{Main Armaments Modification 1}}
?* '''Slot 2''': See below.+* '''Slot 2''': {{Damage Control System Modification 1}}<nowiki>*</nowiki>
?* '''Slot 4''': [[Ship:Upgrades#Damage_Control_System_Modification.C2.A01|Damage Control System Modification 1]]<nowiki>*</nowiki>+* '''Slot 3''': {{AA Guns Modification 1}}<nowiki>*</nowiki>
?* '''Slot 5''': [[Ship:Upgrades#Steering_Gears_Modification.C2.A02|Steering Gears Modification 2]]+* '''Slot 4''': {{Steering Gears Modification 2}}
?* '''Slot 6''': [[Ship:Upgrades#Concealment_System_Modification.C2.A01|Concealment System Modification 1]]<nowiki>*</nowiki>+* '''Slot 5''': {{Concealment System Modification 1}}<nowiki>*</nowiki>
? +
  
?Virtually all builds of ''Admiral Hipper'' find themselves mounting Main Armaments Modification 1 in '''Slot 1''' and Steering Gears Modification 2 in '''Slot 5'''. After that, captains have some critical choices to make. '''Concealment System Modification 1''' is the most popular pick for '''Slot 6''' in order to help curtail her large detection radius; combined with a captain with the Level 4 skill Concealment Expert, her detectability range drops under 11.0 km. Conversely, [[Ship:Upgrades#Steering_Gears_Modification.C2.A03|Steering Gears Modification 3]] is a strong option in the same slot for captains who prefer quicker rudder response. Captains with access to either [[Ship:Upgrades#Hydroacoustic_Search_Modification.C2.A01|Hydroacoustic Search Modification 1]] or [[Ship:Upgrades#Defensive_AA_Fire_Modification.C2.A01|Defensive AA Fire Modification 1]] are encouraged to plug those in '''Slot 4''' depending on which consumable they opt to equip. The upgrade in '''Slot 2''' is largely dependent on how captains intend to invest commander skill points on ''Admiral Hipper'' and the role they want her to fulfill in a given game.+Virtually all builds of ''{{#var:ship_name}}'' find themselves mounting Main Armaments Modification 1 in '''Slot 1''' and Steering Gears Modification 2 in '''Slot 4'''. After that, captains have some critical choices to make. '''Concealment System Modification 1''' is the most popular pick for '''Slot 5''' in order to help curtail her large detection radius; combined with a captain with the Level 4 skill Concealment Expert, her detectability range drops under 11.0 km. Conversely, {{Steering Gears Modification 3}} is a strong option in the same slot for captains who prefer quicker rudder response. Captains with access to either {{Hydroacoustic Search Modification 1}} or {{Defensive AA Fire Modification 1}} are encouraged to plug those in '''Slot 2''' depending on which consumable they opt to equip. The upgrade in '''Slot 3''' is largely dependent on how captains intend to invest commander skill points on ''Admiral Hipper'' and the role they want her to fulfill in a given game.
  
?'''Generalist Build:''' The easy choice for Slot 2 is [[Ship:Upgrades#Aiming_Systems_Modification.C2.A01|Aiming Systems Modification 1]], which improves her shell dispersion and provides a minor buff to her secondary battery. This is the recommended pick for captains who don't wish to specialize the ship in anti-aircraft defenses. +'''Generalist Build:''' The easy choice for Slot 3 is {{Aiming Systems Modification 1}}, which improves her shell dispersion and provides a minor buff to her secondary battery. This is the recommended pick for captains who don't wish to specialize the ship in anti-aircraft defenses.
  
?'''Anti-Aircraft Build:''' ''Admiral Hipper''’s already outstanding AA suite can be made even more potent by equipping AA Guns Modification 2, and maximized by assigning a captain with Advanced Firing Training. This pair of upgrades pushes the firing radius of her 105mm dual-purpose guns out to 6.5 km, providing excellent anti-aircraft protection for herself and teammates when utilizing {{Defensive AA Fire}}. This does mean sacrificing the exceptional German {{Hydroacoustic Search}}, however, and is a setup that is largely wasted in games without an aircraft carrier present. +'''Anti-Aircraft Build:''' ''{{#var:ship_name}}''’s already outstanding AA suite can be made even more potent by equipping {{AA Guns Modification 1}} in Slot 3, and maximized by assigning a captain with Basic and Advanced Firing Training, providing excellent anti-aircraft protection for herself and teammates when utilizing {{Defensive AA Fire}}. This does mean sacrificing the exceptional German {{Hydroacoustic Search}}, however, and is a setup that is largely wasted in games without an aircraft carrier present.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?''Admiral Hipper'' prefers to hold opponents at arms' length. Brawling is not recommended unless the situation is heavily favorable, and the skills of her commander should be tailored to such a strategy. At this end of the German cruiser line the ships begin to play — and handle — more like small battleships, and players will frequently find their commander skill choices echoing those popularly found on battleships: Priority Target at Level 1 and Expert Marskman at Level 2. Concealment Expert is also highly recommended at Level 4, as is Advanced Firing Training for captains pursuing an '''Anti-Aircraft Build'''. Level 4 also offers Manual Control for AA Armament to captains wishing to go all-in on their '''Anti-Aircraft Build'''; this is a very strong skill for high-tier German cruisers and battleships due to the AA potency of their dual-purpose 105mm guns. +''{{#var:ship_name}}'' prefers to hold opponents at arms' length. Brawling is not recommended unless the situation is heavily favorable, and the skills of her commander should be tailored to such a strategy. At this end of the German cruiser line the ships begin to play — and handle — more like small battleships, and players will frequently find their commander skill choices echoing those popularly found on battleships: Priority Target at Level 1 and Adrenaline Rush at Level 2. Concealment Expert is also highly recommended at Level 4, as is Advanced Firing Training for captains pursuing an '''Anti-Aircraft Build'''. Level 4 also offers Manual Control for AA Armament to captains wishing to go all-in on their '''Anti-Aircraft Build'''; this is a very strong skill for high-tier German cruisers and battleships due to the AA potency of their dual-purpose 105mm guns.
  
 Level 3 is where captains are offered some customization in their build. Captains preferring the '''Anti-Aircraft Build''' will want to opt for Basic Firing Training. Those pursuing the '''Generalist Build''' are better off opting for Demolition Expert; Vigilance is also a decent choice. Level 3 is where captains are offered some customization in their build. Captains preferring the '''Anti-Aircraft Build''' will want to opt for Basic Firing Training. Those pursuing the '''Generalist Build''' are better off opting for Demolition Expert; Vigilance is also a decent choice.
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 | High Alert = 2 | High Alert = 2
 | Jack of All Trades = 2 | Jack of All Trades = 2
?| Expert Marksman = 3+| Expert Marksman = 1
 | Torpedo Acceleration =  | Torpedo Acceleration =
 | Smoke Screen Expert =  | Smoke Screen Expert =
 | Expert Rear Gunner =  | Expert Rear Gunner =
?| Adrenaline Rush = 2+| Adrenaline Rush = 3
 | Last Stand = 1 | Last Stand = 1
  
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 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?''Admiral Hipper'' captains will want to tailor her equipped signals to maximizing her experience gains. As such, Red Dragon ({{Red Dragon|Size=18px}}), Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}), and Hydra ({{Hydra|Size=18px}}) all earn hefty recommendations. Sierra Mike ({{Sierra Mike|Size=18px}}) will help improve her average speed, while '''Anti-Aircraft Build''' captains will want to throw on November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) as well. India X-Ray ({{India X-Ray|Size=18px}}) and Victor Lima ({{Victor Lima|Size=18px}}) are also recommended to increase the fire chance of her high explosive shells against angled cruisers and battleships.+''{{#var:ship_name}}'' captains that are focused on progressing up the line will want to tailor her equipped signals to maximizing her experience gains. As such, Red Dragon ({{Red Dragon|Size=18px}}), Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}), and Hydra ({{Hydra|Size=18px}}) all earn hefty recommendations. Sierra Mike ({{Sierra Mike|Size=18px}}) will help improve her average speed, while '''Anti-Aircraft Build''' captains will want to throw on November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) as well. India X-Ray ({{India X-Ray|Size=18px}}) and Victor Lima ({{Victor Lima|Size=18px}}) are also recommended to increase the fire chance of her high explosive shells against angled cruisers and battleships.
  
 {{Signal Flags {{Signal Flags

Revision as of 09:16, 19 February 2019

Admiral Hipper
Admiral_Hipper_wows_main.jpg
Cruiser | Germany | Tier VIII
Tech Tree Position
Yorck
Arrow_down.png
Admiral_Hipper_icon_small.png
Arrow_down.png
Roon
stock
 top
General
Research price114000 exp
Purchase price9,000,000 Credits
Hit Points37,300 
Main Battery
IDS_PGGM030_203MM_C344 х 2 pcs.
Rate of Fire5.71 shots/min.
Reload Time10.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time22.5 sec.
Firing Range16.08 km.
Maximum Dispersion143 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.
Secondary Armament #1
105 mm/65 SK C/33 on a Dop. L. C/31 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 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
105 mm/65 SK C/33 on a Dop. L. C/31 mount6 х 2 pcs.
. . . Average Damage per Second99.6 
. . . Firing Range4.5 km.
20 mm/65 C/38 on an L/30 single mount6 х 1 pcs.
. . . Average Damage per Second18 
. . . 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.
37 mm/83 SK C/30 on a Dopp LC/30 mount4 х 2 pcs.
. . . Average Damage per Second10.4 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed32 knot
Turning Circle Radius740 m.
Rudder Shift Time15 sec.
Concealment
Surface Detectability Range13.79 km.
Air Detectability Range7.18 km.
Battle Levels
12345678910
Wows_anno_flag_germany.png
VIII
Ship_PGSC108_Hipper.png
9,000,000

Admiral Hipper — German Tier VIII cruiser.

A heavy cruiser that was as good as most ships of this type in terms of speed and armament power. The ship boasted distinct advantages typical of the German Navy ships, i.e. an advanced gun fire control system and a high level of survivability. Those advantages were based on the ship's decent protection, rugged construction, and elaborate subdivision into compartments.


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)
203 mm/60 SK C/34 on an LC/34 mount5.722.51432,500135,900 0700,000
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)
Admiral Hipper (A)37,30016160466/8/4/6/64 0900,000
Admiral Hipper (B)43,80016160464/6/184 26,0002,000,000
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)
G7a T10.9687.213,700646 0260,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
FKS Typ 8 Mod. 10 0750,000
FKS Typ 8 Mod. 20 23,0001,800,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 110,000 hp32 0600,000

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
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1

Player Opinion

Performance

Tier VIII's Admiral Hipper is a very capable heavy cruiser. In historical terms, the Admiral Hipper class of cruisers were the most advanced designs ever commissioned by the Kriegsmarine. That legacy translates well into World of Warships: when fully upgraded, Admiral Hipper has a solid main battery, a fearsome anti-aircraft suite, best-in-class German Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain., and banks of deadly torpedoes on both sides for ships that wander too close.

Like other German cruisers, Admiral Hipper’s primary strength is the superior range and favorable dispersion of her 8-inch (203 mm) guns. Her main battery is capable of dealing excellent armor piercing damage to enemy cruisers, but can also deal a surprising amount of damage to battleships exposing their flat broadside to her. The long range (nearly 5.6 km) of her Hydroacoustic Search consumable makes it very difficult to torpedo her from a distance and allows her to actively hunt down destroyers or other ships that might be stationary in a nearby cloud of smoke. Her AA guns are mediocre on her stock hull and Hull (B), but once Hull (C) is equipped Hipper’s AA is a true asset to herself and her team.

While Admiral Hipper has many strengths, she is not without faults. Her high explosive shells, while serviceable, will sometimes frustrate and disappoint, and the armor scheme of the ship is highly vulnerable to long-range fire. Her range is excellent by cruiser standards, but any battleship at the same tier or above will significantly outrange Hipper, which — combined with her high detectability (the worst among Tier VIII cruisers) — makes drawing attention early in a match nearly suicidal. With a top speed of 32 knots she's on the slower side for a cruiser, and while her main battery has outstanding range and shell performance, the reload time is notably slower than competing light cruisers. Hipper captains must make every shot count, as cruisers like Mikhail Kutuzov or Edinburgh put shells downrange much more quickly.

Admiral Hipper is well-suited to the role of either a second-line long range support ship or part of a flanking group. She truly shines when engaging either other cruisers or a distracted target; if she finds herself dueling a battleship, a smart Hipper captain is advised to hold the range open, find some island cover or friendly smoke to duck behind, and re-engage under better circumstances. Hipper’s large health pool makes it a virtual certainty that she can survive late into games — providing her captain doesn't make any serious mistakes — and it is in the late game that she truly shines, able to flex her varied strengths and contribute to victory regardless of the situation she finds herself in.

Pros:

  • Largest health pool of all non-premium Tier VIII cruisers (sister ship Prinz Eugen has a few more hit points).
  • Very impressive armor piercing shell damage.
  • Excellent range, favorable dispersion, and high shell velocity from her main battery.
  • Retains access to improved German version of Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumable.
  • Fastest main battery traverse rate of all Tier VIII cruisers (even those with smaller guns).
  • Angling works well despite relatively low main armor belt value; turtleback armor scheme makes her more resilient to non-battleship AP at medium and close ranges.
  • Hull (C) has an excellent anti-aircraft suite.
  • Powerful torpedo armament; if Admiral Hipper is allowed to deploy her torpedoes, they can be devastating.

Cons:

  • Only eight (8) rifles in her main battery limits her damage output.
  • Slowest Tier VIII cruiser (32 knots).
  • Heavy torpedo armament is only suitable for close-range engagements and ambushes.
  • Vulnerable citadel via long-range plunging fire (due to lack of deck armor).
  • High explosive shell damage and fire chance are below average (even after the Hull (B) upgrade).
  • Large detection radius makes Concealment Expert and Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship. must-haves.
  • Exceptionally vulnerable to long-range plunging fire.

Research

Availability of researchable upgrades for Admiral Hipper is as follows:

  • Hull: Upgrade to Hull (B) for a minor increase in her anti-aircraft suite, better high explosive shells, a large bump in her health pool, and a 35% improvement in her rudder shift speed. Upgrade to Hull (C) for a significant improvement in her AA armament. Research of Hull (C) unlocks progression to Roon.
  • Gun Fire Control System: Upgrade to FKS Typ 8 Mod. 2 for an extra 10% range on the main battery.
Top priority should be given to both of Admiral Hipper’s hull module upgrades. Hull (B) brings nearly a 20% boost to her health pool, an improved rudder shift time, upgraded high explosive shells for her main battery, and a minor improvement in her anti-aircraft suite. Hull (C) drops all of her 37mm Flak guns in favor of the more potent 40mm version and is a drastic increase to her viability as an anti-aircraft platform. The Fire Control System module upgrade can be saved for last.

Optimal Configuration

Upgrades

The recommended upgrades for Admiral Hipper are as follows:

Virtually all builds of Admiral Hipper find themselves mounting Main Armaments Modification 1 in Slot 1 and Steering Gears Modification 2 in Slot 4. After that, captains have some critical choices to make. Concealment System Modification 1 is the most popular pick for Slot 5 in order to help curtail her large detection radius; combined with a captain with the Level 4 skill Concealment Expert, her detectability range drops under 11.0 km. Conversely, Steering Gears Modification 2 (: -40% rudder shift time. / -80% repair time.) is a strong option in the same slot for captains who prefer quicker rudder response. Captains with access to either Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. or Defensive AA Fire Modification 1 : +20% action time. / -10% cooldown time. are encouraged to plug those in Slot 2 depending on which consumable they opt to equip. The upgrade in Slot 3 is largely dependent on how captains intend to invest commander skill points on Admiral Hipper 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 : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion., which improves her shell dispersion and provides a minor buff to her secondary battery. This is the recommended pick for captains who don't wish to specialize the ship in anti-aircraft defenses.

Anti-Aircraft Build: Admiral Hipper’s already outstanding AA suite can be made even more potent by equipping AA Guns Modification 1 +20% reduction in the preparation time of the priority AA sector. in Slot 3, and maximized by assigning a captain with Basic and Advanced Firing Training, providing excellent anti-aircraft protection for herself and teammates when utilizing Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. This does mean sacrificing the exceptional German Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain., however, and is a setup that is largely wasted in games without an aircraft carrier present.

Commander Skills

Admiral Hipper prefers to hold opponents at arms' length. Brawling is not recommended unless the situation is heavily favorable, and the skills of her commander should be tailored to such a strategy. At this end of the German cruiser line the ships begin to play — and handle — more like small battleships, and players will frequently find their commander skill choices echoing those popularly found on battleships: Priority Target at Level 1 and Adrenaline Rush at Level 2. Concealment Expert is also highly recommended at Level 4, as is Advanced Firing Training for captains pursuing an Anti-Aircraft Build. Level 4 also offers Manual Control for AA Armament to captains wishing to go all-in on their Anti-Aircraft Build; this is a very strong skill for high-tier German cruisers and battleships due to the AA potency of their dual-purpose 105mm guns.

Level 3 is where captains are offered some customization in their build. Captains preferring the Anti-Aircraft Build will want to opt for Basic Firing Training. Those pursuing the Generalist Build are better off opting for Demolition Expert; Vigilance is also a decent choice.

Consumables

Admiral Hipper can equip the following consumables:

Given her visibility and need to preserve her hit points for the late game, captains are encouraged to invest in Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.). The choice between Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. and Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. depends largely on how her commander's skill points are invested. Captains who have heavily invested into the Anti-Aircraft Build may wish to go all-in with Defensive AA Fire II (While active, the damage per second of large caliber anti-aircraft guns is increased.), or shore up their vulnerability to enemy torpedo strikes with Hydroacoustic Search II (Detects all enemy ships and torpedoes within the specified radius, disregarding obstacles such as smoke and terrain.). Conversely, captains who opted for the more Generalist Build approach can likewise go either way depending on who their division-mates are.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.

Players who wish to spend doubloons can equip Admiral Hipper with Type 18 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Signals

Admiral Hipper captains that are focused on progressing up the line will want to tailor her equipped signals to maximizing her experience gains. As such, Red Dragon (🚫), Equal Speed Charlie London (🚫), and Hydra (🚫) all earn hefty recommendations. Sierra Mike (+5% to the ship's maximum speed.) will help improve her average speed, while Anti-Aircraft Build captains will want to throw on November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) as well. 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.) and 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.) are also recommended to increase the fire chance of her high explosive shells against angled cruisers and battleships.


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

Gallery

Historical Info

Historical Gallery


Ships of Germany
Destroyers  II V-25 • III G-101 • IV V-170 • V T-22 • VI Ernst Gaede • VI T-61Doubloons • VI Karl von SchönbergDoubloons • VII Leberecht Maass • VII Z-31 • VII Z-39Doubloons • VIII Z-23 • VIII Gustav-Julius Maerker • VIII Z-35Doubloons • IX Z-46 • IX Felix Schultz • IX Z-44Doubloons • IX ZF-6Doubloons • X Z-52 • X Elbing • X Z-42Doubloons 
Cruisers  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Battleships  III Nassau • III Von der Tann • III König AlbertDoubloons • IV Kaiser • IV Moltke • V König • V Derfflinger • VI Bayern • VI Mackensen • VI Prinz Eitel FriedrichDoubloons • VII Gneisenau • VII Prinz Heinrich • VII ScharnhorstDoubloons • VII AL Prinz HeinrichDoubloons • VII Scharnhorst BDoubloons • VII Scharnhorst '43Doubloons • VIII TirpitzDoubloons • VIII Bismarck • VIII Zieten • VIII OdinDoubloons • VIII BrandenburgDoubloons • VIII AnhaltDoubloons • VIII Brandenburg BDoubloons • VIII Tirpitz BDoubloons • IX Friedrich der Grosse • IX Prinz Rupprecht • IX PommernDoubloons • IX Pommern BDoubloons • X Grosser KurfürstDoubloons • X Schlieffen • X Preussen • X MecklenburgDoubloons •  Hannover 
Aircraft Carriers  IV Rhein • VI Weser • VI Erich LoewenhardtDoubloons • VIII August von Parseval • VIII Graf ZeppelinDoubloons • VIII Graf Zeppelin BDoubloons • X Manfred von Richthofen • X Max ImmelmannDoubloons
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VI Orion '44Doubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X Monmouth • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X Defence •  Edgar 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VI DupleixDoubloons • VI MontcalmDoubloons • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • IX Saint-Louis • IX Brest • IX CarnotDoubloons • X Henri IV • X Marseille • X ColbertDoubloons •  Condé 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • III AL AvroraDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VII Lazo BDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk B • X SmolenskDoubloons • X SevastopolDoubloons • X Kommissar •  Novosibirsk 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín