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Revision as of 13:23, 8 March 2017Revision as of 14:15, 14 March 2017
Line 47:Line 47:
  
 |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. That means taking Basics of Survivability at Tier 1, as well as Superintendent - for additional charges of [[Ship:Consumables#Repair_Party|Repair Party]] - and possibly High Alert at Tier 3 to reduce incoming damage as much as possible. Her weaker-than-average anti-aircraft suite can be made more potent with the Tier 4 skill Manual Fire for AA Armament.+''Scharnhorst'' likes to get in close when possible; the skill points of her commander should reflect such a strategy. There are two viable choices for the tier 1 skill; preventative maintenance to keep the secondaries and AA alive, or Direction Center for Catapult Fighter, which provides 2 catapult fighters, allowing for better AA coverage when the enemy carrier sets their sights on you, or better spotting utility. Adrenalin rush is the optimal tier 2 skill, as her reload can go down as low as 16 seconds. Expert marksman is useful but Scharnhorst's naturally fast turret traverse means you gain little from it. For tier 3, Vigilance combined with catapult fighters/spotter aircraft make you nearly immune to heavy torpedo salvos, Basics of Survivability can also be useful if one opts for a tankier build. The all important concealment expert allows her to close the distance without being spotted, and reduces her detection range to 13.1km, comparable to some of the larger cruisers. Fire prevention is also extremely helpful as it restricts her to one superstructure fire, which greatly reduces the damage she will suffer from fires. Her weaker-than-average anti-aircraft suite can be made more potent with the Tier 4 skill Manual Fire for AA Armament, as most of her AA is concentrated in her high-caliber, long-ranged AA, which benefits significantly from manual AA.
  
 {{Commander Skills {{Commander Skills
?| Priority Target = 2+| Priority Target = 1
 | Preventative Maintenance = 2 | Preventative Maintenance = 2
?| Expert Loader = 2+| Expert Loader = 1
 | Aircraft Servicing Expert =  | Aircraft Servicing Expert =
?| Direction Center for Catapult Aircraft = 1+| Direction Center for Catapult Aircraft = 2
 | Dogfighting Expert =  | Dogfighting Expert =
 | Incoming Fire Alert = 1  | Incoming Fire Alert = 1
Line 61:Line 61:
 | High Alert = 1 | High Alert = 1
 | Jack of All Trades = 2 | Jack of All Trades = 2
?| Expert Marksman = 3+| Expert Marksman = 1
 | Torpedo Acceleration = 1 | Torpedo Acceleration = 1
 | Smoke Screen Expert =  | Smoke Screen Expert =
 | Expert Rear Gunner =  | Expert Rear Gunner =
?| Adrenaline Rush = 1+| Adrenaline Rush = 3
 | Last Stand =  | Last Stand =
  
 | Survivability Expert = 1  | Survivability Expert = 1
 | Basics of Survivability = 2 | Basics of Survivability = 2
?| Torpedo Armament Expertise = 2+| Torpedo Armament Expertise = 1
 | Emergency Takeoff =  | Emergency Takeoff =
 | Basic Firing Training = 2 | Basic Firing Training = 2
?| Superintendent = 3+| Superintendent = 2
 | Demolition Expert = 1  | Demolition Expert = 1
 | Vigilance = 2 | Vigilance = 2
  
?| Manual Fire Control for Secondary Armament = 3+| Manual Fire Control for Secondary Armament = 2
 | Fire Prevention = 2 | Fire Prevention = 2
 | Inertia Fuse for HE Shells = 2 | Inertia Fuse for HE Shells = 2
 | Air Supremacy =  | Air Supremacy =
?| Advanced Firing Training = 3+| Advanced Firing Training = 2
 | Manual Fire Control for AA Armament = 2 | Manual Fire Control for AA Armament = 2
 | Radio Position Finding = 1 | Radio Position Finding = 1
?| Concealment Expert = 2+| Concealment Expert = 3
 }} }}
  

Revision as of 14:15, 14 March 2017

Scharnhorst
Scharnhorst_wows_main.jpg
Battleship | Germany | Tier VII
Tech Tree Position
Scharnhorst_icon_small.png
General
Purchase pricepromo 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
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 Shel%
Secondary Armament #2
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 Shel%
Secondary Armament #3
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 Shel%
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.
20 mm/65 C/38 on an L/30 single mount10 х 1 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.
Maneuverability
Maximum Speed30 knot
Turning Circle Radius800 m.
Rudder Shift Time14.5 sec.
Concealment
Surface Detectability Range15.66 km.
Air Detectability Range9.94 km.
Battle Levels
12345678910
Wows_anno_flag_germany.png
VII
Ship_PGSB507_Scharnhorst.png
promo

Scharnhorst — German promo 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.

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)
Scharnhorst56,3001636034/4/77/8/10/520 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 Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
( Credits)
FKS Typ 7 Mod. 1019.9 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

Player Opinion

Performance

A rather peculiar capital ship, Scharnhorst presents herself as a battleship with the functionality akin to a battlecruiser. Her ergonomics seem very cruiser-like: top speed above 30 knots, decent rudder shift time, and mounting smaller-calibre main artillery that trades alpha damage and penetration for good rate of fire and muzzle velocity; a disparity from her rivals Colorado, Nagato, and sister-ship Gneisenau.

Her unique traits present her with a plethora of roles to play; Scharnhorst performs very well as a cruiser hunter, and destroyer killer, as her undersized shell will not over-penetrate as much, allowing for increased damage output per salvo against light-skinned targets. But 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 armour style to mitigate damage, and employ torpedoes for punishing strikes. While her frontal and citadel armour are good, her side armour is weak enough to take devastating damage from enemy salvoes 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 competent secondary armament suite and deck torpedo launchers to surprise her foes - further enhanced by the correct captain skills.

LittleWhiteMouse's Premium Ship Review: Scharnhorst from the NA forums.


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.
  • 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 you.
  • Strong secondaries and torpedoes for close in brawling.
  • High speed and good maneuverability feel more like a cruiser than a battleship.
  • Very durable; combine it with the turtleback protection means she is very hard to citadel when very close
  • Very versatile; can be used as a battlecruiser, a typical battleship or a raider if the situation (and the captain is specc'd for all-round duties) calls for it

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.
  • Mediocre anti-aircraft suite.
  • Large turning radius.
  • Turrets and torpedo tubes prone to being knocked out.
  • Bow armor can be overmatched by battleships she will commonly encounter.

Research

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

Optimal Configuration

Upgrades

The module chosen for Upgrade Slot 2 will largely determine how Scharnhorst will play. Equipping Aiming Systems Modification 1 is very popular, and helps make both her main and secondary batteries more accurate. Players who take AA 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.

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 Soxsix 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.

Commander Skills

Scharnhorst likes to get in close when possible; the skill points of her commander should reflect such a strategy. There are two viable choices for the tier 1 skill; preventative maintenance to keep the secondaries and AA alive, or Direction Center for Catapult Fighter, which provides 2 catapult fighters, allowing for better AA coverage when the enemy carrier sets their sights on you, or better spotting utility. Adrenalin rush is the optimal tier 2 skill, as her reload can go down as low as 16 seconds. Expert marksman is useful but Scharnhorst's naturally fast turret traverse means you gain little from it. For tier 3, Vigilance combined with catapult fighters/spotter aircraft make you nearly immune to heavy torpedo salvos, Basics of Survivability can also be useful if one opts for a tankier build. The all important concealment expert allows her to close the distance without being spotted, and reduces her detection range to 13.1km, comparable to some of the larger cruisers. Fire prevention is also extremely helpful as it restricts her to one superstructure fire, which greatly reduces the damage she will suffer from fires. Her weaker-than-average anti-aircraft suite can be made more potent with the Tier 4 skill Manual Fire for AA Armament, as most of her AA is concentrated in her high-caliber, long-ranged AA, which benefits significantly from manual AA.

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


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