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Scharnhorst

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references to ship - worldofwarships.com & YouTubea
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 * Unrivaled reload on a battleship; practically the fastest in the game at 20 seconds. * Unrivaled reload on a battleship; practically the fastest in the game at 20 seconds.
 * Very good turret traverse, puts several cruisers and certain destroyers to shame. * Very good turret traverse, puts several cruisers and certain destroyers to shame.
?* [[Ship:Gunnery_%26_Armor_Penetration#Armor-Piercing|Armor piercing]] shells have a high chance of penetrating destroyers rather than over-penetrating. Especially true when the target is angled bow or stern to her. +* Her armor-piercing shells have a high chance of penetrating destroyers rather than over-penetrating. Especially true when the target is angled bow or stern to her.
 * Strong secondaries and torpedoes for close in brawling. * Strong secondaries and torpedoes for close in brawling.
 * High speed and good maneuverability feel more like a cruiser than a battleship. * High speed and good maneuverability feel more like a cruiser than a battleship.
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 * '''Slot 1''': {{Main Armaments Modification 1}}<nowiki>*</nowiki> * '''Slot 1''': {{Main Armaments Modification 1}}<nowiki>*</nowiki>
 * '''Slot 2''': {{Damage Control System Modification 1}} * '''Slot 2''': {{Damage Control System Modification 1}}
?* '''Slot 3''': {{AA Guns Modification 2}}<nowiki>*</nowiki>+* '''Slot 3''': {{AA Guns Modification 1}}<nowiki>*</nowiki>
 * '''Slot 4''': {{Damage Control System Modification 2}} * '''Slot 4''': {{Damage Control System Modification 2}}
  
  
?The module chosen for '''Upgrade Slot 3''' will largely determine how ''Scharnhorst'' will play. Equipping {{Aiming Systems Modification 1}} is fairly common, and helps make both her main and secondary batteries more accurate. Players who take '''AA Guns Modification 2''' are hedging their bets against enemy carriers at the expense of a higher chance of off-target shots. Neither of these choices lock the ship into a particular playstyle, and leave each player plenty of options with regard to maximizing ''Scharnhorst''’s impact on the battle.+The module chosen for '''Upgrade Slot 3''' will largely determine how ''Scharnhorst'' will play. Equipping {{Aiming Systems Modification 1}} is fairly common, and helps make both her main and secondary batteries more accurate. Players who take '''AA Guns Modification 1''' are hedging their bets against enemy carriers at the expense of a higher chance of off-target shots. Neither of these choices lock the ship into a particular playstyle, and leave each player plenty of options with regard to maximizing ''Scharnhorst''’s impact on the battle.
  
?At the other end of the spectrum, highly aggressive players will equip {{Secondary Battery Modification 2}} in this slot; coupled with the Advanced Firing Training skill and a Mike Yankee Soxisix ({{Mike Yankee Soxisix|Size=18px}}) flag, ''Scharnhorst''’s secondary battery range pushes out past 7.5km. In this configuration, ''Scharnhorst'' puts out a punishing amount of secondary fire at a very long range; however, getting the most out of such a build requires that she spend significant amounts of time in close-combat with enemy ships. Players opting for this style of build are also encouraged to equip {{Auxiliary Armaments Modification 1}} in '''Upgrade Slot 1''' to help ensure the longevity of their secondary battery guns while under enemy fire. +At the other end of the spectrum, highly aggressive players will equip {{Secondary Battery Modification 1}} in this slot; coupled with the Advanced Firing Training skill and a Mike Yankee Soxisix ({{Mike Yankee Soxisix|Size=18px}}) flag, ''Scharnhorst''’s secondary battery range pushes out past 7.5km. In this configuration, ''Scharnhorst'' puts out a punishing amount of secondary fire at a very long range; however, getting the most out of such a build requires that she spend significant amounts of time in close-combat with enemy ships. Players opting for this style of build are also encouraged to equip {{Auxiliary Armaments Modification 1}} in '''Upgrade Slot 1''' to help ensure the longevity of their secondary battery guns while under enemy fire.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?''Scharnhorst'' likes to get in close when possible; the skill points of her commander should reflect such a strategy. There are several viable choices for the Level 1 skill: Preventative Maintenance will help keep her main batteries in working order; Direction Center for Catapult Fighter, which provides 2 catapult fighters, providing additional assistance when the enemy carrier zeroes in on her (or for better spotting utility); or Priority Target, which is useful when ''Scharnhorst'' has to expose her broadside for a turn. Adrenaline Rush is an excellent pick at Level 2, as her reload can go down as low as 16 seconds; High Alert will increase her survivability by a notable margin. Expert Marksman is similarly useful, but ''Scharnhorst''’s naturally fast turret traverse speed means that is really only useful during extreme maneuvers. +''Scharnhorst'' likes to get in close when possible; the skill points of her commander should reflect such a strategy. There are several viable choices for the Level 1 skill: Preventative Maintenance will help keep her main batteries in working order; Direction Center for Fighters, which provides a fourth air defense fighter, providing additional assistance when the enemy carrier zeroes in on her (or for better spotting utility); or Priority Target, which is useful when ''Scharnhorst'' has to expose her broadside for a turn. Adrenaline Rush is an excellent pick at Level 2, as her reload can go down as low as 16 seconds; High Alert will increase her survivability by a notable margin. Expert Marksman is similarly useful, but ''Scharnhorst''’s naturally fast turret traverse speed means that is really only useful during extreme maneuvers.
  
 For Level 3, Vigilance — combined with either {{Catapult Fighter}} or {{Spotting Aircraft}} — makes her harder to hit with heavy torpedo salvos, while Basics of Survivability can also be useful for captains that prefer a tankier build in general. Superintendent and Basic Firing Training are also solid picks. At Level 4, Concealment Expert allows her to close the distance without being spotted, dropping her detection range as low as 13.1 km, comparable to some of the larger cruisers. Fire Prevention is the recommended pick for captains focused on maximizing survivability. Her weaker-than-average anti-aircraft suite can be made more potent with Manual Fire for AA Armament, as most of her AA is concentrated in her high-caliber, long-ranged AA, which benefits significantly from the skill. For Level 3, Vigilance — combined with either {{Catapult Fighter}} or {{Spotting Aircraft}} — makes her harder to hit with heavy torpedo salvos, while Basics of Survivability can also be useful for captains that prefer a tankier build in general. Superintendent and Basic Firing Training are also solid picks. At Level 4, Concealment Expert allows her to close the distance without being spotted, dropping her detection range as low as 13.1 km, comparable to some of the larger cruisers. Fire Prevention is the recommended pick for captains focused on maximizing survivability. Her weaker-than-average anti-aircraft suite can be made more potent with Manual Fire for AA Armament, as most of her AA is concentrated in her high-caliber, long-ranged AA, which benefits significantly from the skill.
  
?{{Commander Skills+{{Commander Skills 2
?| Priority Target = 2+<!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. -->
?| Preventative Maintenance = 2+| rating11 = 2 <!-- Priority Target -->
?| Expert Loader = 1+| rating12 = 2 <!-- Preventive Maint -->
?| Aircraft Servicing Expert = +| rating13 = 1 <!-- Expert Loader -->
?| Direction Center for Catapult Aircraft = 2+| rating14 = 0 <!-- Air Supremacy -->
?| Dogfighting Expert = +| rating15 = 2 <!-- Direction Center for Fighters -->
?| Incoming Fire Alert = 1 +| rating16 = 0 <!-- Improved Engine Boost -->
?| Evasive Maneuver = +| rating17 = 1 <!-- Incoming Fire Alert -->
 +| rating18 = 0 <!-- Last Gasp -->
  
?| High Alert = 3+| rating21 = 3 <!-- High Alert -->
?| Jack of All Trades = 1+| rating22 = 1 <!-- Jack of All Trades -->
?| Expert Marksman = 1+| rating23 = 1 <!-- Expert Marksman -->
?| Torpedo Acceleration = +| rating24 = 0 <!-- Torpedo Acceleration -->
?| Smoke Screen Expert = +| rating25 = 0 <!-- Smoke Screen Expert -->
?| Expert Rear Gunner = +| rating26 = 0 <!-- Improved Engines -->
?| Adrenaline Rush = 3+| rating27 = 3 <!-- Adrenaline Rush -->
?| Last Stand = +| rating28 = <!-- Last Stand -->
  
?| Survivability Expert = +| rating31 = 3 <!-- Basics of Survivability -->
?| Basics of Survivability = 3+| rating32 = <!-- Survivability Expert-->
?| Torpedo Armament Expertise = +| rating33 = 0 <!-- Torpedo Armament Expertise-->
?| Emergency Takeoff = +| rating34 = 0 <!-- Aircraft Armor -->
?| Basic Firing Training = 2+| rating35 = 2 <!-- Basic Firing Training -->
?| Superintendent = 3+| rating36 = 3 <!-- Superintendent -->
?| Demolition Expert = 2+| rating37 = 2 <!-- Demolition Expert -->
?| Vigilance = 2+| rating38 = 2 <!-- Vigilance -->
  
?| Manual Fire Control for Secondary Armament = 2+| rating41 = 2 <!-- Manual Fire Control for Secondary Armament -->
?| Fire Prevention = 3+| rating42 = 3 <!-- Fire Prevention -->
?| Inertia Fuse for HE Shells = +| rating43 = <!-- Inertia Fuse for HE Shells -->
?| Air Supremacy = +| rating44 = 0 <!-- Sight Stabilization -->
?| Advanced Firing Training = 2+| rating45 = 2 <!-- Advanced Firing Training -->
?| Manual Fire Control for AA Armament = 2+| rating46 = 2 <!-- Massive AA Fire -->
?| Radio Position Finding = 1+| rating47 = 1 <!-- Radio Position Finding -->
?| Concealment Expert = 2+| rating48 = 2 <!-- Concealment Expert -->
 }} }}
  
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 * '''Slot 2:''' {{Repair Party}} * '''Slot 2:''' {{Repair Party}}
 * '''Slot 3:''' {{Spotting Aircraft}} '''or''' {{Catapult Fighter}} * '''Slot 3:''' {{Spotting Aircraft}} '''or''' {{Catapult Fighter}}
? 
  
 Similar to ''[[Tirpitz]]'', ''Scharnhorst'' is most comfortable fighting enemy ships at medium and short range. At those ranges she will invariably attract a lot of attention from the enemy team; as such, investing credits (or doubloons) into {{Repair Party II}} and {{Damage Control Party II}} cannot be recommended strongly enough. {{Spotting Aircraft}} isn't all that useful given her shell performance at extreme ranges; captains are encouraged to equip {{Catapult Fighter}} to help provide additional protection from enemy aircraft. Similar to ''[[Tirpitz]]'', ''Scharnhorst'' is most comfortable fighting enemy ships at medium and short range. At those ranges she will invariably attract a lot of attention from the enemy team; as such, investing credits (or doubloons) into {{Repair Party II}} and {{Damage Control Party II}} cannot be recommended strongly enough. {{Spotting Aircraft}} isn't all that useful given her shell performance at extreme ranges; captains are encouraged to equip {{Catapult Fighter}} to help provide additional protection from enemy aircraft.
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 ---- ----
 ====Armament==== ====Armament====
?=====Main===== 
 =====Main===== =====Main=====
 :Nine (3x3) 28.3cm/54.5 SK C/34 guns :Nine (3x3) 28.3cm/54.5 SK C/34 guns
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 === History === === History ===
 ==== Design ==== ==== Design ====
?The ''Scharnhorst'' class began as an extension of the previous "Panzerschiffe" design which resulted in the ''[[Admiral Graf Spee|Deutschland]]'' class cruisers. Because Germany was still nominally bound by the restrictions imposed under the Treaty of Versailles, the initial plan was to build a successor class to the ''Deutschland'' which would replace ''Elsass'' and ''Hessen'', two pre-dreadnoughts Germany had been allowed to keep under the terms of the Treaty of Versailles.+With the commissioning of the last ''[[Ship:Admiral Graf Spee|Deutschland]]''-class vessel in 1936, the Kriegsmarine found itself in possession of warships that could outrun almost every ship that outgunned them, while being able to outgun almost every ship that could outrun them. The few exceptions to this were the British battlecruisers HMS ''Renown'', HMS ''Repulse'', and HMS ''Hood'', and the Japanese battleships of the ''[[Kongo]]'' class. The entry of ''Deutschland'' and her sister ships into service led the French begin designing a new class of battlecruisers — the ''[[Dunkerque]]'' class — which would be larger, stronger, and faster.
 + 
 +Having learned the intended operational specifications of ''Dunkerque'' and her sisters, German designers began development on improved versions of the ''Deutschland''-class, known as ''Panzerschiff D'' and ''Panzerschiff E''. Shortly after, however, the French laid down ''Strasbourg'', which was a more heavily-armored ''Dunkerque'' and would again outclass the nascent German designs. The Kriegsmarine responded by designing an even more powerful ship, this time with a third turret — to help overcome the difference in firepower between the two classes — a tougher armor scheme, and a stronger propulsion to allow high speeds.
 + 
 +This step was — strictly speaking — not entirely legal. The Treaty of Versailles forbade Germany from possessing any warship in excess of 10,000 tons displacement. With the new class being designed for a displacement in excess of 30,000 tons, they were in clear violation of their treaty obligations. Subsequently, Hitler reached out to Great Britain and initiated negotiations of a new Anglo-German Naval Treaty, which partially legitimized the construction of the new ships. Whether the treaty fully covered the legitimacy of the new ships remains topic of discussion even today.
 + 
 +The armament of these ships consisted of three triple turrets with 283mm guns, the same caliber as those found on the ''Deutschland'' class. However, these guns were modified to increase their performance: the barrel was lengthened, and the weight of the shell increased. Additionally, the reloading and hoist system saw an improvement to allow a faster rate of fire, with reloads of 17 seconds being achieved during trials. Despite these improvements, German command knew that the 283mm guns were not competitive against larger surface units and planned early on to replace these guns with more powerful 380m twin turrets (the same as would later be mounted on the ''[[Bismarck]]'' class). One of the reasons to not install the turrets from the get-go was to not provoke the ire of their British neighbors, as negotiations with them were ongoing.
 + 
 +The secondary armament was a mixed load out of twelve 150mm guns, mounted in four twin and four single mountings, and a dual purpose battery of seven twin 105mm guns. In 1942 — following the usage of these ships as merchant raiders — both ''Scharnhorst'' and ''[[Gneisenau]]'' received two triple torpedo launchers that had been removed from light cruisers ''[[Nürnberg]]'' and ''Leipzig''. The mid-range anti aircraft armament consisted of eight twin 37mm ''Flakzwilling 30'', which were designed as a weapon against medium bombers; against mono planes, however, these guns would have limited effectiveness. Short range AA was provided by a steadily increasing number of 20mm guns in both single and quad mountings.
 + 
 +The propulsion was upgraded from the ''Deutschland''s. Unlike the diesel propulsion of their immediate predecessors, the ''Scharnhorst'' class went back to traditional steam propulsion, able to crank out 125,000 shaft horsepower across three shafts; output could be pushed up to over 160,000 in times of great need. This gave the ''Scharnhorst'' class a design speed of 31 knots, with the highest noted speed being above 33 knots. A stern catapult would allow them to operate seaplanes for the purposes of scouting.
  
?It was in the early 1930s, as France began construction of the ''[[Dunkerque]]'' class, that design priorities began to change. Where the original concept was a 15,000-18,000 ton ship armed with nine 280mm guns in three turrets, the decision to change the new design so as to be competitive with the ''Dunkerque'' began to expand the size of what was to become the ''Scharnhorst'' class. The new design eventually called for sufficient armor to protect against the expected 330mm guns of ''Dunkerque'' as well as a repetition of the two triple 280mm armament of the previous ''Deutschland'' class. Weighing in at 26,000 tons, the navy was unhappy with the design, but two were ordered and laid down anyway in 1934. Just six months later, in July 1934, Adolf Hitler changed his mind, and the final design advocated by the navy, with the characteristic three triple 280mm armament and a final displacement of 35,540 tons, was authorized. The two ships were re-laid a year later.+The protection of the ''Scharnhorst'' class was drastically improved. The main armor belt was 350mm thick, and behind it followed a 105-110mm strong turtleback, which would deflect shells away from the vitals at short combat ranges. The horizontal protection consisted of a 50mm strong main deck, and the vital areas had an additional 80-95mm strong armored deck.
  
?Despite having been laid last, ''[[Gneisenau]]'' was completed first, her construction having been prioritized for propaganda purposes. She launched in May 1938 and prepared for sea trials. ''Gneisenau'', due to the low freeboard of the class, proved to be very “wet” and received modifications to her bow in an attempt to address the issue. ''Scharnhorst'' also received a clipper bow in the summer of 1939, as well as a funnel cap. Her mainmast was re-positioned at this time, stepped between her catapult and fire director. Despite these changes, both ships continued to have a tendency to take excessive water over the bow in moderate and heavy seas.+During their service these ships saw several modifications. The most important ones were the addition of an Atlantic bow in 1939 to improve the seaworthiness, the removal of the optical rangefinders of the A-turret in 1941 due to the lenses being constantly coated with water, the aforementioned addition of triple-tube torpedo launchers in 1942, and the continual addition of radar and sensory equipment for the purpose of detecting and engaging opposing vessels.
  
 ==== Service ==== ==== Service ====
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 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +# [https://en.wikipedia.org/wiki/German_battleship_Scharnhorst German battleship ''Scharnhorst'' - Wikipedia]
 +# [https://en.wikipedia.org/wiki/Scharnhorst-class_battleship ''Scharnhorst''-class battleship - Wikipedia]
 +# [https://worldofwarships.com/en/news/history/high-horst/ Scharnhorst's Final Hours - News - World of Warships]
 +# [https://worldofwarships.com/en/news/general-news/scharnhorst-spotlight/ The Deutschland Raider Arrives! - News - World of Warships]
 +# [https://worldofwarships.com/en/news/general-news/squall-line-scharnhorst/ Squall Line: Scharnhorst - Armada - Scharnhorst - News - World of Warships]
 +# [https://www.youtube.com/watch?v=wx_XX0Ef7Qg Armada - Scharnhorst - World of Warships Official Channel - YouTube]
  
 }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE -->

Revision as of 05:28, 4 April 2020

Scharnhorst
Scharnhorst_wows_main.jpg
Battleship | Germany | Tier VII
Tech Tree Position
Scharnhorst_icon_small.png
General
Purchase priceSpecial Doubloons
Hit Points56,300 
Main Battery
283 mm/54.5 SK C/34 on a Drh LC/34 mount3 х 3 pcs.
Rate of Fireshots/min.
Reload Time20 sec.
Rotation Speed7.2 deg./sec.
180 Degree Turn Time25 sec.
Firing Range19.87 km.
Maximum Dispersion258 m.
HE Shell283 mm Spr.Gr. L/4.5 Kz. 
Maximum HE Shell Damage3,200 
Chance of Fire on Target Caused by HE Shell20 %
Initial HE Shell Velocity890 m./s.
HE Shell Weight315 kg.
AP Shell283 mm P.Spr.Gr. L/4.4 
Maximum AP Shell Damage7,600 
Initial AP Shell Velocity890 m./s.
AP Shell Weight330 kg.
Secondary Armament #1
105 mm/65 SK C/33 on a Dop. L. C/31 mount7 х 2 pcs.
Firing Range6.3 km.
Rate of Fire17.91 shots/min.
Reload Time3.35 sec.
HE Shell105 mm Spr.Gr. Kz. 
Maximum HE Shell Damage1,200 
Initial HE Shell Velocity900 m./s.
Chance of Fire on Target Caused by HE Shell%
Secondary Armament #2
150 mm/55 SK C/28 on a Dop. L. C/34 mount4 х 2 pcs.
Firing Range6.3 km.
Rate of Fireshots/min.
Reload Time7.5 sec.
HE Shell150 mm Spr.Gr. L/4.5 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity875 m./s.
Chance of Fire on Target Caused by HE Shell%
Secondary Armament #3
150 mm/55 SK C/28 on an MPL/35 mount4 х 1 pcs.
Firing Range6.3 km.
Rate of Fireshots/min.
Reload Time7.5 sec.
HE Shell150 mm Spr.Gr. L/4.5 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity875 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm Drilling2 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 mount7 х 2 pcs.
. . . Average Damage per Second116.2 
. . . Firing Range4.5 km.
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount5 х 4 pcs.
. . . Average Damage per Second30 
. . . Firing Range2.01 km.
37 mm/83 SK C/30 on a Dopp LC/30 mount8 х 2 pcs.
. . . Average Damage per Second20.8 
. . . Firing Range3.51 km.
20 mm/65 C/38 on an L/30 single mount10 х 1 pcs.
. . . Average Damage per Second30 
. . . Firing Range2.01 km.
Maneuverability
Maximum Speed30 knot
Turning Circle Radius800 m.
Rudder Shift Time14.5 sec.
Concealment
Surface Detectability Range15.19 km.
Air Detectability Range9.94 km.
Battle Levels
12345678910
Wows_anno_flag_germany.png
VII
Ship_PGSB507_Scharnhorst.png
Special

Scharnhorst — German special premium Tier VII battleship.

A German battleship designed for raider operations and fighting cruisers, including battlecruisers. When Scharnhorst was built, she was faster than any ship of her type. The rather small caliber of her main battery guns was her main drawback, but that was offset by her higher rate of fire.

Scharnhorst was first released for sale on 15 August 2016 for the NA server and 21 August 2016 for the EU server.

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)
283 mm/54.5 SK C/34 on a Drh LC/34 mount3252583,200207,600 00
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)
Scharnhorst56,3001636037/4/410/5/8/72 00
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 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
FKS Typ 7 Mod. 10 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 160,000 hp30 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Spotting Aircraft Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1

Player Opinion

Performance

A rather peculiar capital ship, Scharnhorst in World of Warships is officially a battleship, but frequently plays more like a battlecruiser. Her characteristics are very cruiser-like: top speed above 30 knots with a decent rudder shift time, plus a smaller-caliber main battery than other battleships that trades alpha damage and penetration for good rate of fire and muzzle velocity. These disparities set her clearly apart from from her Tier VII counterparts and sister-ship Gneisenau.

Her unique traits present her with a plethora of roles to play. Scharnhorst performs very well as a cruiser hunter or destroyer killer; her undersized shells will not over-penetrate as often, allowing for increased damage output per salvo against light-skinned targets. She is also adept at engaging distracted or over-extended battleships. If forced to go toe-to-toe with another battleship, she must use her superior speed to control the engagement, unique turtle-back armor style to mitigate damage, and employ her torpedoes for punishing strikes. While her frontal and citadel armor are good, her side armor is weak enough to take devastating damage from enemy salvos if presented broadside. Scharnhorst is most comfortable at mid-to-short distance engagements, where she can use her speed to stay at range and dodge oncoming shells, or close the gap to utilize her solid secondary armament suite and deck torpedo launchers to surprise her foes — further enhanced by the correct commander skills.


Pros:

  • Unrivaled reload on a battleship; practically the fastest in the game at 20 seconds.
  • Very good turret traverse, puts several cruisers and certain destroyers to shame.
  • Her armor-piercing shells have a high chance of penetrating destroyers rather than over-penetrating. Especially true when the target is angled bow or stern to her.
  • Strong secondaries and torpedoes for close in brawling.
  • High speed and good maneuverability feel more like a cruiser than a battleship.
  • Very durable; her turtleback armor scheme means she is very hard to citadel when close.
  • Exceptionally versatile. Can be played as a battlecruiser, a typical battleship, or a flanker, depending on the map, team composition, and upgrade/commander skill configuration.
  • Good anti-aircraft suite; when fully built for anti-air duties, she is deadly to enemy planes.
  • Underestimating her guns can prove fatal to enemy ships.
  • Easily can counter most destroyers due to fast reload and quick rudder shift time.

Cons:

  • Lower alpha strike potential and penetration compared to her larger-gunned peers.
  • Low gun caliber prevents overmatching in most cases, leading to more bounces as well as non-penetrations than most battleships.
  • Large turning radius.
  • Turrets and torpedo tubes are incapacitated very often, especially when brawling.
  • Bow armor can be overmatched by battleships she will encounter when up-tiered into Tier VIII and IX games.
  • Armor-piercing shells lose a lot of penetration value at long range, even against equal-tiered targets.

Research

As a premium ship, Scharnhorst doesn't have any upgrades to research.

Optimal Configuration

Upgrades

The recommended upgrades for Scharnhorst are as follows:


The module chosen for Upgrade Slot 3 will largely determine how Scharnhorst will play. Equipping Aiming Systems Modification 1 : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion. is fairly common, and helps make both her main and secondary batteries more accurate. Players who take AA Guns Modification 1 are hedging their bets against enemy carriers at the expense of a higher chance of off-target shots. Neither of these choices lock the ship into a particular playstyle, and leave each player plenty of options with regard to maximizing Scharnhorst’s impact on the battle.

At the other end of the spectrum, highly aggressive players will equip Secondary Battery Modification 1 : +20% secondary battery firing range. / -20% secondary battery dispersion. in this slot; coupled with the Advanced Firing Training skill and a Mike Yankee Soxisix (+5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary battery shells. / -5% to secondary battery loading time.) flag, Scharnhorst’s secondary battery range pushes out past 7.5km. In this configuration, Scharnhorst puts out a punishing amount of secondary fire at a very long range; however, getting the most out of such a build requires that she spend significant amounts of time in close-combat with enemy ships. Players opting for this style of build are also encouraged to equip Auxiliary Armaments Modification 1 : +100% survivability to each. in Upgrade Slot 1 to help ensure the longevity of their secondary battery guns while under enemy fire.

Commander Skills

Scharnhorst likes to get in close when possible; the skill points of her commander should reflect such a strategy. There are several viable choices for the Level 1 skill: Preventative Maintenance will help keep her main batteries in working order; Direction Center for Fighters, which provides a fourth air defense fighter, providing additional assistance when the enemy carrier zeroes in on her (or for better spotting utility); or Priority Target, which is useful when Scharnhorst has to expose her broadside for a turn. Adrenaline Rush is an excellent pick at Level 2, as her reload can go down as low as 16 seconds; High Alert will increase her survivability by a notable margin. Expert Marksman is similarly useful, but Scharnhorst’s naturally fast turret traverse speed means that is really only useful during extreme maneuvers.

For Level 3, Vigilance — combined with either Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. or Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. — makes her harder to hit with heavy torpedo salvos, while Basics of Survivability can also be useful for captains that prefer a tankier build in general. Superintendent and Basic Firing Training are also solid picks. At Level 4, Concealment Expert allows her to close the distance without being spotted, dropping her detection range as low as 13.1 km, comparable to some of the larger cruisers. Fire Prevention is the recommended pick for captains focused on maximizing survivability. Her weaker-than-average anti-aircraft suite can be made more potent with Manual Fire for AA Armament, as most of her AA is concentrated in her high-caliber, long-ranged AA, which benefits significantly from the skill.

Consumables

Scharnhorst can equip the following consumables:

Similar to Tirpitz, Scharnhorst is most comfortable fighting enemy ships at medium and short range. At those ranges she will invariably attract a lot of attention from the enemy team; as such, investing credits (or doubloons) into Repair Party II (While active, restores a fixed percentage of a ship's hit points each second.) and Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) cannot be recommended strongly enough. Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. isn't all that useful given her shell performance at extreme ranges; captains are encouraged to equip Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. to help provide additional protection from enemy aircraft.

Camouflage

As a premium ship, Scharnhorst comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.

Signals

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

Gallery

Historical Info

Historical Gallery

Video

References

  1. German battleship Scharnhorst - Wikipedia
  2. Scharnhorst-class battleship - Wikipedia
  3. Scharnhorst's Final Hours - News - World of Warships
  4. The Deutschland Raider Arrives! - News - World of Warships
  5. Squall Line: Scharnhorst - Armada - Scharnhorst - News - World of Warships
  6. Armada - Scharnhorst - World of Warships Official Channel - YouTube
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