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Großer Kurfürst

Großer Kurfürst

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Revision as of 00:09, 6 October 2019
Commander Skills 2
Revision as of 01:51, 13 December 2019
Added info
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 Her AA is fairly typical of other German battleships, with an adequate long range punch that sadly does not follow through as planes come closer to the ship itself. Planes that make it past the long range armament will have no trouble hitting her due to her large size and abysmal turning circle. Her armor is also typical of German battleship design, with a turtle-back armor scheme that will make citadeling her at close range near impossible. Her deck armor is also quite substantial at 50mm along the center meaning that long range plunging fire from low caliber guns will have difficulty penetrating her. With her large hit point pool — the largest in the game — she will be able to weather a large amount of armor piercing rounds and keep on fighting. As per standard for German battleships starting from ''[[Bismarck]]'', ''{{#var:ship_name}}'' is equipped with the {{Hydroacoustic Search}} consumable to help detect incoming threats such as torpedoes and destroyers attempting to get close or vessels hiding in smoke screens. Her AA is fairly typical of other German battleships, with an adequate long range punch that sadly does not follow through as planes come closer to the ship itself. Planes that make it past the long range armament will have no trouble hitting her due to her large size and abysmal turning circle. Her armor is also typical of German battleship design, with a turtle-back armor scheme that will make citadeling her at close range near impossible. Her deck armor is also quite substantial at 50mm along the center meaning that long range plunging fire from low caliber guns will have difficulty penetrating her. With her large hit point pool — the largest in the game — she will be able to weather a large amount of armor piercing rounds and keep on fighting. As per standard for German battleships starting from ''[[Bismarck]]'', ''{{#var:ship_name}}'' is equipped with the {{Hydroacoustic Search}} consumable to help detect incoming threats such as torpedoes and destroyers attempting to get close or vessels hiding in smoke screens.
  
?However, despite her impressive offensive and defensive assets, much of it is a double edged sword, helping and harming depending on the situation. Both of her guns are rather inaccurate at long range, becoming deadly only once they pass the mid range for battleships of ~11km. Her 406mm guns have a better reload rate than those found on ''Montana'', but lack ''Montana''’s super-heavy AP shells which hampers her penetration at range while also reducing her damage per shell. Her 420mm guns are not large enough to overmatch the 32mm bow armor most battleships have at Tier X , and while she can match ''Montana'' damage per shell with the 420s, they have a longer reload time than the 406s (32 seconds versus 29 seconds, respectively). Additionally, her armor is not unbreakable as it may seem. At long ranges her deck armor is still not sufficient to stop plunging fire from other battleships from penetrating, meaning her citadel is relatively easy to penetrate at a considerable distance. Also the armor belt is actually among the thinnest at Tier X, topping out at 380mm. While she will almost never take citadel damage, her massive size and armor belt mean she will take higher-than-average normal regular penetration damage; the side benefit to this is that regular penetration damage heals back more than citadel damage when using {{Repair Party}}. At close range, the trade off is well worth it when ''{{#var:ship_name}}'' takes a 10k-30k salvo while other battleships are destroyed in a single salvo right into their citadels. +However, despite her impressive offensive and defensive assets, much of it is a double edged sword, helping and harming depending on the situation. Both of her guns are rather inaccurate at long range, becoming deadly only once they pass the mid range for battleships of ~11km. Her 406mm guns have a better reload rate than those found on ''Montana'', but lack ''Montana''’s super-heavy AP shells which hampers her penetration at range while also reducing her damage per shell. Her 420mm guns are not large enough to overmatch the 32mm bow armor most battleships have at Tier X , and while she can match ''Montana'' damage per shell with the 420s, they have a longer reload time than the 406s (32 seconds versus 29 seconds, respectively). Additionally, her armor is not unbreakable as it may seem. At long ranges her deck armor is still not sufficient to stop plunging fire from other battleships from penetrating, meaning her citadel is relatively easy to penetrate at a considerable distance. Also the armor belt is actually among the thinnest at Tier X, topping out at 380mm. While she will almost never take citadel damage, her massive size and armor belt mean she will take higher-than-average normal regular penetration damage. This is especially evident when considering ''{{#var:ship_name's}}'' biggest flaw: her poor firing angles. Because of the amount of broadside ''{{#var:ship_name}}'' has to show, she takes 10-30k salvos fa more often than her contemporaries; the side benefit to this is that regular penetration damage heals back more than citadel damage when using {{Repair Party}}. At close range, the trade off is well worth it when ''{{#var:ship_name}}'' takes a 10k-30k salvo while other battleships are destroyed in a single salvo right into their citadels.
  
?Finally, her size also betrays her as she is remarkably easy to hit and has the largest turn radius out of all Tier X battleships at over a kilometer. While her rudder shift time is fairly quick, she is so long that she takes a while to actually begin responding to turns. Even with {{Hydroacoustic Search}} active, captains should expect to sustain heavy damage when torpedoes are inevitably being sent at her if she is not already responding. [[Ship:Fire|Fire]] and [[Ship:Flooding|flooding]] are also a concern, since they deal damage based on a percentage of maximum hit points, causing her massive health pool to work against her when volleys of enemy high explosive shells start fires and torpedoes cause flooding.+Finally, her size also betrays her as she is remarkably easy to hit and has one of the largest turn radii out of all Tier X battleships at over a kilometer. While her rudder shift time is fairly quick, she is so long that she takes a while to actually begin responding to turns. Even with {{Hydroacoustic Search}} active, captains should expect to sustain heavy damage when torpedoes are inevitably being sent at her if she is not already responding because of the aforementioned issues combined with her bad torpedo protection of 28%. [[Ship:Fire|Fire]] and [[Ship:Flooding|flooding]] are also a concern, since they deal damage based on a percentage of maximum hit points, causing her massive health pool to work against her when volleys of enemy high explosive shells start fires and torpedoes cause flooding.
  
 ''{{#var:ship_name}}'' captains should expect to sustain heavy damage from all sources as she is large and easily visible from range, but she will give back better than she gets if allowed to close the range. Play to her strengths: she is not a sniping battleship, and belongs up close and personal where her peers have difficulty countering her armor scheme, large secondary battery, and rapid traverse of her guns. ''{{#var:ship_name}}'' captains should expect to sustain heavy damage from all sources as she is large and easily visible from range, but she will give back better than she gets if allowed to close the range. Play to her strengths: she is not a sniping battleship, and belongs up close and personal where her peers have difficulty countering her armor scheme, large secondary battery, and rapid traverse of her guns.
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 * Decent rudder shift is marred by poor turning circle and long response time. * Decent rudder shift is marred by poor turning circle and long response time.
 * Bow and stern deck armor is only 32mm, making it vulnerable to overmatch hits from ''Yamato'' and ''[[Musashi]]''. * Bow and stern deck armor is only 32mm, making it vulnerable to overmatch hits from ''Yamato'' and ''[[Musashi]]''.
?* German turtleback armor is vulnerable to plunging fire, making her extremely weak against a distant ''Yamato''+* German turtleback armor is vulnerable to plunging fire, which while
 * Huge superstructure allows for massive HE damage and is easily lit on fire. * Huge superstructure allows for massive HE damage and is easily lit on fire.
 * Turrets are poorly sloped so can be disabled by large caliber shells at close range. * Turrets are poorly sloped so can be disabled by large caliber shells at close range.
 +* Torpedo protection is abysmal at 28%, which in combination with her poor rudder shift, huge turning circle, and brawling playstyle mean she is especially vulnerable to torpedo attacks, even with the {{Hydroacoustic Search}} consumable active
 +* Notoriously bad turret angles
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
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 The recommended upgrades for ''{{#var:ship_name}}'' are as follows: The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
 * '''Slot 1:''' {{Main Armaments Modification 1}}  * '''Slot 1:''' {{Main Armaments Modification 1}}
?* '''Slot 2:''' {{Damage Control System Modification 1}} +* '''Slot 2:''' {{Damage Control System Modification 1}} or {{Hydroacoustic Search Modification 1}}
 * '''Slot 3:''' {{Aiming Systems Modification 1}}<nowiki>*</nowiki>  * '''Slot 3:''' {{Aiming Systems Modification 1}}<nowiki>*</nowiki>
 * '''Slot 4:''' {{Damage Control System Modification 2}}  * '''Slot 4:''' {{Damage Control System Modification 2}}
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 * '''Slot 6:''' {{Main Battery Modification 3}}<nowiki>*</nowiki>  * '''Slot 6:''' {{Main Battery Modification 3}}<nowiki>*</nowiki>
  
?{{Aiming Systems Modification 1}} or {{Secondary Battery Modification 2}} are both extremely good choices in '''Upgrade Slot 3''' , depending on whether captains build for secondaries or not. For '''Upgrade Slot 5''', {{Concealment System Modification 1}} reduces her detection range. With appropriate camouflage, she can choose when to engage the enemy or give a surprise shot to unnoticed enemy. {{Main Battery Modification 3}} is the top choice for '''Upgrade Slot 6'''; the -20% loading time for secondary armament offered by {{Secondary Battery Modification 3}} is of little benefit, unless using a proper secondary build, and {{AA Guns Modification 2}} is only recommended for captains that intend to division with a friendly aircraft carrier (thus guaranteeing that they are paired up against an enemy carrier). +{{Aiming Systems Modification 1}} or {{Secondary Battery Modification 2}} are both extremely good choices in '''Upgrade Slot 3''' , depending on whether captains build for secondaries or not. For '''Upgrade Slot 5''', {{Concealment System Modification 1}} reduces her detection range. With appropriate camouflage, she can choose when to engage the enemy or give a surprise shot to unnoticed enemy. {{Main Battery Modification 3}} is the top choice for '''Upgrade Slot 6'''; the -20% loading time for secondary armament offered by {{Secondary Battery Modification 3}} is of little benefit, unless using a proper secondary build, and {{AA Guns Modification 2}} is only recommended for captains that intend to division with a friendly aircraft carrier (thus guaranteeing that they are paired up against an enemy carrier). In '''Upgrade Slot 2''', {{Hydroacoustic Search Modification 1}} is the preferred option for ''{{#var:ship_name}}'', as it extends her {{Hydroacoustic Search}} action time by 24 seconds. {{Damage Control System Modification 1}} can be used to reduce the risk of fire.
  
?Another choice available to players is the unique ''Großer Kurfürst'' upgrade {{Enhanced Main Armaments}} from the ''Don't Come Close'' personal combat mission. This will give the captain a -15% to both main and secondary armament reload time, at the cost of -7% main turrets traverse speed and -8% main battery maximum firing range. It is advisable to use the Expert Marksman commander skill and the {{Spotting Aircraft}} consumable to counteract the negatives.+Another choice available to players is the ''{{#var:ship_name}}'' unique upgrade {{Enhanced Main Armaments}} from the ''Don't Come Close'' personal combat mission. This will give the captain a -15% to both main and secondary armament reload time, at the cost of -7% main turrets traverse speed and -8% main battery maximum firing range. However, this cripples the ''{{#var:ship_name's}}'' range from 20.61km to 18.96km, which is worse than some cruisers. It is advisable to use the Expert Marksman commander skill and the {{Spotting Aircraft}} consumable to counteract the negatives.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?''Großer Kurfürst'' is often configured either for secondary power, or in a survival build. +''{{#var:ship_name}}'' is often configured either for secondary power, or in a survival build.
  
?'''Secondary Battery Build:''' Captains who value their secondaries as an important source of damage should invest in Basic Firing Training, Adrenaline Rush, Manuel Fire Control for Secondary Armament, Advanced Firing Training and Inertia Fuse for HE Shells. This build will leave her commander with two Level 1 skills. It is recommended to use these for Preventative Maintenance, which will also protect her secondaries, and Priority Target. Manual Control for Secondary Armament is a strong skill in this build, but it only allows the ship's secondaries to fire at a single target at a time. Some captains will prefer this skill; others will not. Due to how overmatch mechanics work, Inertia Fuse for HE Shells helps her 128mm secondaries with the overmatch of most ships, including T10 BBs, who have a minimum of 32mm deck and plate armor, allowing her secondaries to actually damage to those armor parts. (With IFHE, 128mm can overmatch 41mm of armor and below and do damage. 48mm and below for the 150mm.) +'''Secondary Battery Build:''' Captains who value their secondaries as an important source of damage should invest in Basic Firing Training, Adrenaline Rush, Manuel Fire Control for Secondary Armament, Advanced Firing Training and Inertia Fuse for HE Shells. This build will leave her commander with two Level 1 skills. It is recommended to use these for Preventative Maintenance, which will also protect her secondaries, and Priority Target. Manual Control for Secondary Armament is a strong skill in this build, but it only allows the ship's secondaries to fire at a single target at a time. Some captains will prefer this skill; others will not. Due to how overmatch mechanics work, Inertia Fuse for HE Shells helps her 128mm secondaries with the overmatch of most ships, including T10 BBs, who have a minimum of 32mm deck and plate armor, allowing her secondaries to actually damage to those armor parts. (With IFHE, 128mm can penetrate 41mm of armor and below and do damage. 48mm and below for the 150mm.)
  
 {{Commander Skills 2 {{Commander Skills 2
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 | rating28 = <!-- Last Stand --> | rating28 = <!-- Last Stand -->
  
?| rating31 = 3 <!-- Basics of Survivability -->+| rating31 = 2 <!-- Basics of Survivability -->
 | rating32 = <!-- Survivability Expert--> | rating32 = <!-- Survivability Expert-->
 | rating33 = 0 <!-- Torpedo Armament Expertise--> | rating33 = 0 <!-- Torpedo Armament Expertise-->
 | rating34 = 0 <!-- Aircraft Armor --> | rating34 = 0 <!-- Aircraft Armor -->
?| rating35 = 1 <!-- Basic Firing Training -->+| rating35 = 2 <!-- Basic Firing Training -->
 | rating36 = 3 <!-- Superintendent --> | rating36 = 3 <!-- Superintendent -->
 | rating37 = <!-- Demolition Expert --> | rating37 = <!-- Demolition Expert -->
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 | rating43 = <!-- Inertia Fuse for HE Shells --> | rating43 = <!-- Inertia Fuse for HE Shells -->
 | rating44 = 0 <!-- Sight Stabilization --> | rating44 = 0 <!-- Sight Stabilization -->
?| rating45 = 3 <!-- Advanced Firing Training -->+| rating45 = 2 <!-- Advanced Firing Training -->
 | rating46 = <!-- Massive AA Fire --> | rating46 = <!-- Massive AA Fire -->
 | rating47 = <!-- Radio Position Finding --> | rating47 = <!-- Radio Position Finding -->

Revision as of 01:51, 13 December 2019

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General
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Purchase priceSpecial Doubloons
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<span class="b-description-img_type b-description-img_type__<mark_unset_error>-premium"></span>
Special

[[Ship:|]] — N/A special premium Tier  N/A.

One of the last stages of a battleship design for the German Navy. The ship was fitted with triple main turrets designed at the outbreak of World War II. The project was developed based on combat experience and featured powerful torpedo protection, enhanced horizontal armor and more advanced AA guns.

Modules

Compatible Upgrades

 Slot 1 
Air Groups Modification 1
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Aiming Systems Modification 0
Spotting Aircraft Modification 1
Damage Control Party Modification 1
Sonar Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Surveillance Radar Modification 1
Aircraft Engines Modification 1
Engine Room Protection
Sonar Modification 2
Damage Control System Modification 3
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Artillery Plotting Room Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Bombers Modification 1
Attack Aircraft Modification 1
Torpedo Tubes Modification 1
Aerial Torpedoes Modification 1
Dive Capacity Modification 1
Skip Bomber Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Attack Aircraft Modification 2
Torpedo Bombers Modification 2
Bombers Modification 1
Skip Bomber Modification 2
Airstrike Modification 1
Depth Charges Modification 1
Submarine Steering Gears
Air Groups Modification 3
 Slot 5 
Flight Control Modification 1
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Enhanced Engineering Systems
Reinforced Emergency Response
Upgraded Damage Control Equipment
Improved Main Battery Loading Mechanisms
Aerosol Smoke Curtain System
Master Fire Control Director
Torpedo Fire Control System
Improved Hull Concealment
Improved Main Artillery
Ship Consumables Modification 1
Squadron Consumables Modification 1
Heavier Torpedo Warheads
Additional Smoke Generators
Augmented Smoke Generators
Torpedo Tubes Modification 3
Reinforced Bulkheads
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Flight Control Modification 2
Air Groups Modification 2
Artillery Plotting Room Modification 2
Main Battery Fire Control Station
Improved Ammunition Hoists
Main Battery Director System
Improved Bridge
Enhanced Propulsion Plant
Enhanced Countermeasures
Extended Main Battery Effective Range
Torpedo Quick Reload System
Main Gun Automatic Loader
Modified External Hardpoints
Fuel Injection System
Auxiliary Armaments Modification 2
Improved Camouflage Patterns
Automated Main Battery Loading Mechanism
Forced Takeoff and Landing Equipment
ARP Main Battery Director System
Dive Capacity Modification 2
Advanced Mechanical Maintenance
Ballistic Capped Armor-Piercing Shells
Aerodynamic Torpedo Fin Stabilizers
Automated Gun and Fuel Systems
Ship-to-Shore Radio

Player Opinion

Performance

Sharing the name with one of König’s sister ships, ' (translation: "Great Elector", from the title of Frederick William, Elector of Brandenburg) sits atop the German battleship line at Tier X. She lived up to her name when released, breaking the then long-standing stalemate of Yamato and Montana by simply entering into the fray. Subtlety is not '’s forte because she is detected from quite a fair distance, with the largest detection radius of all Tier X battleships.

Due to her size she possesses an effective array of secondaries along with two pairs of guns — the same caliber as her predecessor Friedrich der Große — but with triple mounts with the same AB-XY configuration. Even Montana, which shares the same triple mount turret style and layout, will respect her for her heavy broadside, while the responsive turret traverse — among the quickest turret traverse speeds of Tier X battleships — can be made even faster with upgrades. Even more, she can surpass the American battleship through barrel diameter, with her last gun upgrade being 420mm barrels still mounted in four triple turrets while still retaining the excellent traverse speed. In addition, her bustling secondary batteries ensure that any enemy getting close enough for the guns to unload will be constantly whittled down, dealing heavy damage over time or outright destroying low health ships that get too close.

Her AA is fairly typical of other German battleships, with an adequate long range punch that sadly does not follow through as planes come closer to the ship itself. Planes that make it past the long range armament will have no trouble hitting her due to her large size and abysmal turning circle. Her armor is also typical of German battleship design, with a turtle-back armor scheme that will make citadeling her at close range near impossible. Her deck armor is also quite substantial at 50mm along the center meaning that long range plunging fire from low caliber guns will have difficulty penetrating her. With her large hit point pool — the largest in the game — she will be able to weather a large amount of armor piercing rounds and keep on fighting. As per standard for German battleships starting from Bismarck, ' is equipped with the Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumable to help detect incoming threats such as torpedoes and destroyers attempting to get close or vessels hiding in smoke screens.

However, despite her impressive offensive and defensive assets, much of it is a double edged sword, helping and harming depending on the situation. Both of her guns are rather inaccurate at long range, becoming deadly only once they pass the mid range for battleships of ~11km. Her 406mm guns have a better reload rate than those found on Montana, but lack Montana’s super-heavy AP shells which hampers her penetration at range while also reducing her damage per shell. Her 420mm guns are not large enough to overmatch the 32mm bow armor most battleships have at Tier X , and while she can match Montana damage per shell with the 420s, they have a longer reload time than the 406s (32 seconds versus 29 seconds, respectively). Additionally, her armor is not unbreakable as it may seem. At long ranges her deck armor is still not sufficient to stop plunging fire from other battleships from penetrating, meaning her citadel is relatively easy to penetrate at a considerable distance. Also the armor belt is actually among the thinnest at Tier X, topping out at 380mm. While she will almost never take citadel damage, her massive size and armor belt mean she will take higher-than-average normal regular penetration damage. This is especially evident when considering ' biggest flaw: her poor firing angles. Because of the amount of broadside ' has to show, she takes 10-30k salvos fa more often than her contemporaries; the side benefit to this is that regular penetration damage heals back more than citadel damage when using Repair PartyWhile active, restores a percentage of the ship's health points each second.. At close range, the trade off is well worth it when ' takes a 10k-30k salvo while other battleships are destroyed in a single salvo right into their citadels.

Finally, her size also betrays her as she is remarkably easy to hit and has one of the largest turn radii out of all Tier X battleships at over a kilometer. While her rudder shift time is fairly quick, she is so long that she takes a while to actually begin responding to turns. Even with Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. active, captains should expect to sustain heavy damage when torpedoes are inevitably being sent at her if she is not already responding because of the aforementioned issues combined with her bad torpedo protection of 28%. Fire and flooding are also a concern, since they deal damage based on a percentage of maximum hit points, causing her massive health pool to work against her when volleys of enemy high explosive shells start fires and torpedoes cause flooding.

' captains should expect to sustain heavy damage from all sources as she is large and easily visible from range, but she will give back better than she gets if allowed to close the range. Play to her strengths: she is not a sniping battleship, and belongs up close and personal where her peers have difficulty countering her armor scheme, large secondary battery, and rapid traverse of her guns.

Pros:

  • Like Montana, she possesses a heavy broadside than is capable of destroying ships in one volley.
  • Fast at 30 knots.
  • Extremely good turret traverse of 40 seconds before captain skills or upgrades.
  • Very large secondary battery with range starting at 7.5km.
  • Bow is heavily sloped with thick plating, only a lucky Yamato shell can penetrate it.
  • Second largest health pool in the game, second only to Kremlin.
  • Has access to German Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain..
  • Extremely durable; can endure severe damage to either close the gap or to get away to heal.
  • Play style is similar to dreadnoughts; the closer she gets, the more dangerous she becomes.
  • Citadel is turtle-backed and is also located under the waterline, making it extremely hard to hit at close and medium range.
  • Very good shell velocity.

Cons:

  • Very tempting target due to her being the biggest ship in the game; any decently accurate strike such as dive bombers or cruisers can reliably hit her
  • Anti-aircraft suite is decent at long range, but mid- and short-range AA bubbles are weak and leave her vulnerable to enemy strike planes.
  • AA guns are easily destroyed under sustained fire.
  • Lowest range out of her peers at 20.61km.
  • 420mm guns have a reload of 32 seconds, it is tolerable. But that extra 3 seconds could be costly.
  • Decent rudder shift is marred by poor turning circle and long response time.
  • Bow and stern deck armor is only 32mm, making it vulnerable to overmatch hits from Yamato and Musashi.
  • German turtleback armor is vulnerable to plunging fire, which while
  • Huge superstructure allows for massive HE damage and is easily lit on fire.
  • Turrets are poorly sloped so can be disabled by large caliber shells at close range.
  • Torpedo protection is abysmal at 28%, which in combination with her poor rudder shift, huge turning circle, and brawling playstyle mean she is especially vulnerable to torpedo attacks, even with the Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumable active
  • Notoriously bad turret angles

Research

Availability of researchable upgrades for ' is as follows:

  • Main Battery: ' captains are offered an intriguing choice of main battery guns: her stock 406mm barrels that reload in 29 seconds, or these 420mm ones that reload three seconds slower but have more damage per shell. The choice of which guns to mount is largely captain's preference; those looking to punish cruiser players more quickly will likely prefer the 406s, while those seeking the additional damage against enemy battleships may opt for the 420s.

Optimal Configuration

Upgrades

The recommended upgrades for ' are as follows:

Aiming Systems Modification 1 : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion. or Secondary Battery Modification 1 (: +20% secondary battery firing range. / -20% secondary battery dispersion.) are both extremely good choices in Upgrade Slot 3 , depending on whether captains build for secondaries or not. For Upgrade Slot 5, Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship. reduces her detection range. With appropriate camouflage, she can choose when to engage the enemy or give a surprise shot to unnoticed enemy. Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed. is the top choice for Upgrade Slot 6; the -20% loading time for secondary armament offered by Secondary Battery Modification 3 (OBSOLETE Replace by Auxiliary Armaments Modification 2) is of little benefit, unless using a proper secondary build, and AA Guns Modification 2 (OBSOLETE Replaced by Auxiliary Armaments Modification 2.) is only recommended for captains that intend to division with a friendly aircraft carrier (thus guaranteeing that they are paired up against an enemy carrier). In Upgrade Slot 2, Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. is the preferred option for ', as it extends her Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. action time by 24 seconds. Damage Control System Modification 1: -5% to the risk of fire. / -3% to the risk of flooding when torpedoes hit the torpedo protection. can be used to reduce the risk of fire.

Another choice available to players is the ' unique upgrade Improved Ammunition Hoists (–10% main battery loading time / –15% secondary battery loading time / –8% main battery firing range.) from the Don't Come Close personal combat mission. This will give the captain a -15% to both main and secondary armament reload time, at the cost of -7% main turrets traverse speed and -8% main battery maximum firing range. However, this cripples the ' range from 20.61km to 18.96km, which is worse than some cruisers. It is advisable to use the Expert Marksman commander skill and the Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. consumable to counteract the negatives.

Commander Skills

' is often configured either for secondary power, or in a survival build.

Secondary Battery Build: Captains who value their secondaries as an important source of damage should invest in Basic Firing Training, Adrenaline Rush, Manuel Fire Control for Secondary Armament, Advanced Firing Training and Inertia Fuse for HE Shells. This build will leave her commander with two Level 1 skills. It is recommended to use these for Preventative Maintenance, which will also protect her secondaries, and Priority Target. Manual Control for Secondary Armament is a strong skill in this build, but it only allows the ship's secondaries to fire at a single target at a time. Some captains will prefer this skill; others will not. Due to how overmatch mechanics work, Inertia Fuse for HE Shells helps her 128mm secondaries with the overmatch of most ships, including T10 BBs, who have a minimum of 32mm deck and plate armor, allowing her secondaries to actually damage to those armor parts. (With IFHE, 128mm can penetrate 41mm of armor and below and do damage. 48mm and below for the 150mm.)

Consumables

' can equip the following consumables:

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip ' 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

As a Tier X battleship, it is recommended to mount the following signals on ': India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.), India Yankee (-20% to fire duration.), Mike Yankee Soxisix (+5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary battery shells. / -5% to secondary battery loading time.) if a secondary build is used, and November Foxtrot (-5% reload time on all consumables.). 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.) can be used if the player has selected an anti-air build, and Sierra Mike (+5% to the ship's maximum speed.) for higher speed can also be useful. The various economic flags can also be useful.


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

Gallery

Historical Info

Historical Gallery

Video

References

https://www.navweaps.com/Weapons/WNGER_16-52_skc34.php https://forum.worldofwarships.eu/topic/107061-gro%C3%9Fer-kurf%C3%BCrst-secondary-build/

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