Druid
Revision as of 02:26, 9 June 2021 fixed consumables | Revision as of 03:03, 9 June 2021 Polish | |||
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''{{#var:ship_name}}'' is a British Tier X destroyer armed with dual-purpose 127 mm gun mounts. Despite lacking torpedoes, she poses a significant threat to other ships due to the rapid rate of fire of her main battery guns. In addition, her anti-aircraft armament creates an effective defense against attacking aircraft. | ''{{#var:ship_name}}'' is a British Tier X destroyer armed with dual-purpose 127 mm gun mounts. Despite lacking torpedoes, she poses a significant threat to other ships due to the rapid rate of fire of her main battery guns. In addition, her anti-aircraft armament creates an effective defense against attacking aircraft. | |||
? | Fully specialized for concealment, ''{{#var:ship_name}}'' has a somewhat high detectability range, meaning that ''{{#var:ship_name}}'' will often be spotted first in an engagement. Players must account for enemy destroyers with lower detectability ranges that will expose them in a flanking maneuver. When conducting such maneuvers, players will find that ''{{#var:ship_name}}'' can be sluggish in turns. In an engagement, ''{{#var:ship_name}}'' excels at punishing enemy destroyers foolish enough to show their broadside. Armed only with armor-piercing (AP) shells, ''{{#var:ship_name}}'' may have trouble penetrating the armored hulls of angled ships. In a scenario where a ship is running from an engagement or turning, players should aim for the superstructure to increase the likelihood of an effective penetrating hit. If players find themselves in a predicament, ''{{#var:ship_name}}'' is armed with a long-lasting {{Short-Range Hydroacoustic Search}} consumable as well as a {{Short-Burst Smoke Generator}}. Although limited in their function, they may be just enough to help the player avoid torpedoes or break line of sight with an enemy to return to concealment. Perhaps the most useful consumable is her {{Repair Party}}. ''{{#var:ship_name}}'' is equipped with a decent repair party that can help her recover hit points after taking damage in a fight, increasing her usefulness and longevity in gameplay. Both of her gun mounts are located in a forward-facing configuration, leaving her stern unprotected when running or facing away from enemy ships. | + | Fully specialized for concealment, ''{{#var:ship_name}}'' has a somewhat high detectability range, meaning that ''{{#var:ship_name}}'' will often be spotted first in an engagement. Players must account for enemy destroyers with lower detectability ranges that will expose them in a flanking maneuver. When conducting such maneuvers, players will find that ''{{#var:ship_name}}'' can be sluggish in turns. In an engagement, ''{{#var:ship_name}}'' excels at punishing enemy destroyers foolish enough to show their broadside. Armed only with armor-piercing (AP) shells, ''{{#var:ship_name}}'' may have trouble penetrating the armored hulls of angled ships. In a scenario where a ship is running from an engagement or turning, players should aim for the superstructure to increase the likelihood of an effective penetrating hit. If players find themselves in a predicament, ''{{#var:ship_name}}'' is armed with a long-lasting {{Short-Range Hydroacoustic Search}} consumable as well as a {{Short-Burst Smoke Generator}}. Although a bit limited in their function, they may be just enough to help the player avoid torpedoes or break line of sight with an enemy to return to concealment or briefly engage from the smokescreen. Perhaps the most useful consumable is her {{Repair Party}}. ''{{#var:ship_name}}'' is equipped with a decent repair party that can help her recover hit points after taking damage in a fight, increasing her usefulness and longevity in gameplay. Both of her gun mounts are located in a forward-facing configuration, leaving her stern unprotected when running or facing away from enemy ships. | |
? | Due to her high detectability range, somewhat sluggish turning, and lack of torpedoes, players must plan their attacks and take special note of where enemy destroyers were last spotted to avoid being detected. ''{{#var:ship_name}}'' excels at hunting and gunfighting other destroyers but she will likely be spotted first. To increase the likelihood of a successful engagement, players must account for an exit strategy to disengage from the fight while also utilizing consumables to maximize the ship's effectiveness in combat. | + | Due to her high detectability range, somewhat sluggish turning, and lack of torpedoes, players must plan their attacks and take special note of where enemy destroyers were last spotted to avoid being detected. ''{{#var:ship_name}}'' excels at hunting and gunfighting other destroyers but she will likely be spotted first. She is fully capable of harassing and dealing decent damage to larger ships. To increase the likelihood of a successful engagement, players must account for an exit strategy to disengage from the fight while also utilizing consumables to maximize the ship's effectiveness in combat. | |
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* Decent anti-aircraft suite offers protection against aircraft attacks | * Decent anti-aircraft suite offers protection against aircraft attacks | |||
* Has access to the {{Repair Party}} consumable as a destroyer | * Has access to the {{Repair Party}} consumable as a destroyer | |||
+ | * Reload time of the {{Short-Burst Smoke Generator}} allows for small smokescreens in quick succession | |||
|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |||
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* No rear-facing gun mounts | * No rear-facing gun mounts | |||
* Somewhat high detectability range, even when fully specialized for concealment | * Somewhat high detectability range, even when fully specialized for concealment | |||
? | * | + | * {{Short-Range Hydroacoustic Search}} is limited in its usefulness | |
+ | * Does not have access to main battery high-explosive (HE) shells | |||
+ | ||||
|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
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|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
+ | ||||
+ | The optimal configuration appears below in the recommended upgrades list. This build balances gunfighting with concealment, providing players with the opportunity to return to concealment more easily. For skilled players intending to fully utilize ''{{#var:ship_name}}'' as a gunboat, engaging other ships at long range, they may opt to install {{Steering Gears Modification 2}} in Slot 5, sacrificing concealability. For players wishing to specialize in anti-aircraft duties, {{AA Guns Modification 1}} should be installed in Slot 3 and {{Auxiliary Armaments Modification 1}} in Slot 6. | |||
|Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> | |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> | |||
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|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
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| rating21 = <!-- Pyrotechnician --> | | rating21 = <!-- Pyrotechnician --> | |||
| rating22 = <!-- Swift Fish --> | | rating22 = <!-- Swift Fish --> | |||
? | | rating23 = | + | | rating23 = 1 <!-- Consumables Enhancements --> | |
| rating24 = 3 <!-- Extra-Heavy AP Shells --> | | rating24 = 3 <!-- Extra-Heavy AP Shells --> | |||
? | | rating25 = | + | | rating25 = <!-- Priority Target --> | |
| rating26 = 3 <!-- Last Stand --> | | rating26 = 3 <!-- Last Stand --> | |||
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| rating33 = 2 <!-- Adrenaline Rush --> | | rating33 = 2 <!-- Adrenaline Rush --> | |||
| rating34 = <!-- Inertial Fuse for HE Shells --> | | rating34 = <!-- Inertial Fuse for HE Shells --> | |||
? | | rating35 = | + | | rating35 = 2 <!-- Superintendent --> | |
| rating36 = 3 <!-- Survivability Expert --> | | rating36 = 3 <!-- Survivability Expert --> | |||
| rating41 = 3 <!-- Main Battery & AA Expert --> | | rating41 = 3 <!-- Main Battery & AA Expert --> | |||
? | | rating42 = | + | | rating42 = <!-- Swift in Silence --> | |
? | | rating43 = | + | | rating43 = <!-- Radio Location --> | |
? | | rating44 = | + | | rating44 = <!-- Fearless Brawler --> | |
| rating45 = 3 <!-- Concealment Expert --> | | rating45 = 3 <!-- Concealment Expert --> | |||
? | | rating46 = | + | | rating46 = <!-- Dazzle --> | |
}} | }} | |||
|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
+ | ||||
+ | ''{{#var:ship_name}}'' is one of a limited number of destroyers with access to the {{Repair Party}} consumable. The {{Short-Burst Smoke Generator}} gives players the opportunity to break line of sight with the enemy and return to concealment in the smokescreen, as long as no enemy ship has used {{Surveillance Radar}} or {{Hydroacoustic Search}} within its respective range of ''{{#var:ship_name}}''. The smoke generator on ''{{#var:ship_name}}'' provides a small smokescreen that lasts less than a minute. The reload time is quick, allowing for smokescreens to be produced in rapid succession with a short period of time where ''{{#var:ship_name}}'' is exposed. This consumable is particularly effective when playing aggressively, as it may be deployed when ''{{#var:ship_name}}'' ventures too close to enemies, or in a situation where she is being targeted by multiple ships. The very limited range of her {{Short-Range Hydroacoustic Search}} means that it will mostly be effective for spotting torpedoes while in smoke. | |||
+ | ||||
''{{#var:ship_name}}'' can equip the following consumables: | ''{{#var:ship_name}}'' can equip the following consumables: | |||
* '''Slot 1:''' {{Damage Control Party}} | * '''Slot 1:''' {{Damage Control Party}} |
Revision as of 03:03, 9 June 2021
127 mm/56 QF on a Mk.N2 twin mount2 х 2 pcs. |
Rate of Fire31.58 shots/min. |
Reload Time1.9 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
Firing Range12.1 km. |
Maximum Dispersion105 m. |
Chance of Fire on Target Caused by HE Shell0 % |
AP Shell127 mm AP 58 lb Mk N2 |
Maximum AP Shell Damage2,200 |
Initial AP Shell Velocity975 m./s. |
AP Shell Weight23 kg. |
127 mm/56 QF on a Mk.N2 twin mount2 х 2 pcs. |
. . . Average Damage per Second70 |
. . . Firing Range5.01 km. |
20 mm Oerlikon Mk.II on a Mk.V mount8 х 2 pcs. |
. . . Average Damage per Second48.8 |
. . . Firing Range2.01 km. |
40 mm/56 OQF Mk.IX on a Mk.VI mount4 х 6 pcs. |
. . . Average Damage per Second80.8 |
. . . Firing Range3.51 km. |
Maximum Speed35 knot |
Turning Circle Radius690 m. |
Rudder Shift Time5.4 sec. |
Surface Detectability Range8.16 km. |
Air Detectability Range4.08 km. |
Druid — British special premium Tier X destroyer.
After giving the green light to the construction of Daring-class ships, the Admiralty soon came to realize that their combat characteristics would not allow them to counter the new American and Soviet destroyers as equals. During the first half of the 1950s, design work commenced on ships that would be capable of opposing Project 68-bis cruisers owing to their new rapid-firing guns. These ships were also meant to serve as escorts for aircraft carrier groups and convoys, as well as to hunt down enemy submarines. While the project never reached the design drawing stage, the drafts were used as a basis for the project to build County-class guided missile destroyers.
Modules
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 () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Druid | 25,300 | 10 | 20 | 2 | 8/4/2 | 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 |
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Slot 6 |
Player Opinion
Performance
Druid is a British Tier X destroyer armed with dual-purpose 127 mm gun mounts. Despite lacking torpedoes, she poses a significant threat to other ships due to the rapid rate of fire of her main battery guns. In addition, her anti-aircraft armament creates an effective defense against attacking aircraft.
Fully specialized for concealment, Druid has a somewhat high detectability range, meaning that Druid will often be spotted first in an engagement. Players must account for enemy destroyers with lower detectability ranges that will expose them in a flanking maneuver. When conducting such maneuvers, players will find that Druid can be sluggish in turns. In an engagement, Druid excels at punishing enemy destroyers foolish enough to show their broadside. Armed only with armor-piercing (AP) shells, Druid may have trouble penetrating the armored hulls of angled ships. In a scenario where a ship is running from an engagement or turning, players should aim for the superstructure to increase the likelihood of an effective penetrating hit. If players find themselves in a predicament, Druid is armed with a long-lasting Short-Range Hydro-Acoustic Search consumable as well as a Short-Burst Smoke Generator . Although a bit limited in their function, they may be just enough to help the player avoid torpedoes or break line of sight with an enemy to return to concealment or briefly engage from the smokescreen. Perhaps the most useful consumable is her Repair Party . Druid is equipped with a decent repair party that can help her recover hit points after taking damage in a fight, increasing her usefulness and longevity in gameplay. Both of her gun mounts are located in a forward-facing configuration, leaving her stern unprotected when running or facing away from enemy ships.
Due to her high detectability range, somewhat sluggish turning, and lack of torpedoes, players must plan their attacks and take special note of where enemy destroyers were last spotted to avoid being detected. Druid excels at hunting and gunfighting other destroyers but she will likely be spotted first. She is fully capable of harassing and dealing decent damage to larger ships. To increase the likelihood of a successful engagement, players must account for an exit strategy to disengage from the fight while also utilizing consumables to maximize the ship's effectiveness in combat.Pros:
- Main battery has a high rate of fire with decent ballistic properties
- Forward facing gun configuration makes her a small target when hunting and charging enemy ships
- Decent anti-aircraft suite offers protection against aircraft attacks
- Has access to the Repair Party consumable as a destroyer
- Reload time of the Short-Burst Smoke Generator allows for small smokescreens in quick succession
Cons:
- Lacks a torpedo armament
- No rear-facing gun mounts
- Somewhat high detectability range, even when fully specialized for concealment
- Short-Range Hydro-Acoustic Search is limited in its usefulness
- Does not have access to main battery high-explosive (HE) shells
Research
Optimal Configuration
The optimal configuration appears below in the recommended upgrades list. This build balances gunfighting with concealment, providing players with the opportunity to return to concealment more easily. For skilled players intending to fully utilize Druid as a gunboat, engaging other ships at long range, they may opt to install Steering Gears Modification 2 in Slot 5, sacrificing concealability. For players wishing to specialize in anti-aircraft duties, AA Guns Modification 1 should be installed in Slot 3 and Auxiliary Armaments Modification 1 in Slot 6.
Upgrades
The recommended upgrades for Druid are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection
- Slot 3: Aiming Systems Modification 1 *
- Slot 4: Steering Gears Modification 1
- Slot 5: Concealment System Modification 1 *
- Slot 6: Gun Fire Control System Modification 2 *
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
|
|
|
|
|
★★★ |
2 |
|
|
★ |
★★★ |
|
★★★ |
3 |
★★★ |
|
★★ |
|
★★ |
★★★ |
4 |
★★★ |
|
|
|
★★★ |
|
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Druid is one of a limited number of destroyers with access to the Repair Party consumable. The Short-Burst Smoke Generator gives players the opportunity to break line of sight with the enemy and return to concealment in the smokescreen, as long as no enemy ship has used Surveillance Radar or Hydroacoustic Search within its respective range of Druid. The smoke generator on Druid provides a small smokescreen that lasts less than a minute. The reload time is quick, allowing for smokescreens to be produced in rapid succession with a short period of time where Druid is exposed. This consumable is particularly effective when playing aggressively, as it may be deployed when Druid ventures too close to enemies, or in a situation where she is being targeted by multiple ships. The very limited range of her Short-Range Hydro-Acoustic Search means that it will mostly be effective for spotting torpedoes while in smoke.
Druid can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Short-Burst Smoke Generator
- Slot 3: Short-Range Hydro-Acoustic Search
- Slot 4: Repair Party
Camouflage
As a premium ship, Druid comes included with Type 20 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
Recommended Signal Flags | |||||
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Combat | |||||
★★★ |
★ |
★ |
★ |
|
|
|
|
★★★ |
★★★ |
★★★ |
★★★ |
★★★ |
★ |
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
References