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Ship Smasha

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Ship Smasha
Ship_Smasha_wows_main.jpg
Destroyer | Pan-Asia | Tier VIII
Tech Tree Position
Ship_Smasha_icon_small.png
General
Purchase priceSpecial Doubloons
Hit Points19,700 
Main Battery
100 mm/65 Type 98 on a Model A mount4 х 2 pcs.
Rate of Fire13.64 shots/min.
Reload Time4.4 sec.
Rotation Speed16 deg./sec.
180 Degree Turn Time11.25 sec.
Firing Range12.46 km.
Maximum Dispersion108 m.
HE Shell100 mm HE Type98 
Maximum HE Shell Damage1,500 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity1000 m./s.
HE Shell Weight15 kg.
AP Shell100 mm AP Type98 
Maximum AP Shell Damage2,050 
Initial AP Shell Velocity1000 m./s.
AP Shell Weight19 kg.
Torpedo Tubes
Type90 mod. 11 х 4 pcs.
Rate of Fire0.49 shots/min.
Reload Time122 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoIDS_PZPT030_610MM_WH_ORK 
Maximum Damage20,967 
Torpedo Speed67 knot
Torpedo Range12 km.
AA Defense
100 mm/65 Type 98 on a Model A mount4 х 2 pcs.
. . . Average Damage per Second83.2 
. . . Firing Range5.01 km.
40 mm Bofors on a Mk.2 mount5 х 2 pcs.
. . . Average Damage per Second55 
. . . Firing Range3.51 km.
40 mm Bofors on a Mk.3 mount2 х 1 pcs.
. . . Average Damage per Second15.2 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius730 m.
Rudder Shift Time4.5 sec.
Concealment
Surface Detectability Range7.53 km.
Air Detectability Range3.56 km.
Battle Levels
12345678910
Wows_anno_flag_pan_asia.png
VIII
Ship_PZSD718_Warhammer_Ork.png
Special

Ship Smasha — Pan-Asian special premium Tier VIII destroyer.

Orks do not navigate the Warp. They need no Astronomican like pesky Umiez. Gork and Mork guide them to WAAAGH! They jump into Warp and then jump out of it, Gunz blazing. But not with this sleek little ship. Where did the Boyz get this one? Was it assembled from parts of some primordial space hulk? Or just found by chance in some forgotten nooks and crannies of the Galaxy? They don’t remember and they don’t care. It has always been there, the only ship you can talk to. You tell it where to go, and you go there. But you must be smart to do so. Not Mekboy smart. Not Weirdboy smart. Real smart.

Ship Smasha was first released for sale on 29 Oct 2021 in collaboration with Warhammer 40,000.

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)
100 mm/65 Type 98 on a Model A mount13.611.31081,50082,050 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)
Ship Smasha19,700132042/5/41 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)
Type90 mod. 10.51227.2 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk8 mod. 10 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 52,000 hp33 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Defensive AA Fire Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1

Player Opinion

Performance

Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.


Ship Smasha is a clone of Fenyang and shares her combat performance.

Ship Smasha is based on the Japanese destroyer Akizuki, with several tweaks which change the way she plays. Most notably, she exchanges her torpedoes for deep water versions. Despite the changes, at her core she remains a gun-focused destroyer.

The Ship

As Ship Smasha shares a hull with Akizuki, both ships have very similar handling. With a top speed of 33 knots, Ship Smasha is slow for a destroyer, and she can be outpaced by most destroyers as well as many cruisers that she is likely to meet. Her rudder shift time of 4.5 seconds is an improvement on Akizuki, taking it from “worst in tier” to merely “terrible.” Compounding the slow rudder shift, she has a large turning circle of 730 meters. Her speed, rudder shift, and turning circle combine to make her an unwieldy ship that can struggle in the short-range knife fights common to destroyer engagements. Her concealment is fairly poor, only 6.1 km even with the Concealment Expert skill and Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship., which leaves her vulnerable to being outspotted by many other destroyers.

Ship Smasha carries a decent assortment of consumables. The Engine BoostWhile active, increases a ship's speed by a fixed percentage. and Torpedo Reload BoosterWhen used, torpedo reload time is significantly reduced. will be familiar to players who have experienced Akizuki. The Engine Boost provides an 8% increase to her top speed, bringing it to a somewhat more respectable 35.6 knots for 2 minutes. This has a cooldown of 2 minutes between uses and three uses as standard. Her Torpedo Reload Booster can be used to reduce the torpedo reload time to 5 seconds, enabling players to rapidly launch two salvos. This has three uses as standard and a 160 second cooldown between uses. Ship Smasha also carries the same Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. consumable as other Pan-Asian destroyers. This creates a series of smoke clouds which each take 70 seconds to disperse and five uses as standard. Although the dispersion time is rather short, she also has a shorter 100 second cooldown between uses. In total, Ship Smasha can have almost 6 minutes of concealed firing. Finally, she has a Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable which boosts her AA DPS for 40 seconds. This has four charges as standard with 80 seconds between uses.

Survivability

Ship Smasha is a large ship, which results in a large health pool for a destroyer. As would be expected, her armor will only protect her against destroyer and cruiser AP shells when heavily angled and serves only to fuse every HE shell thrown her way. With her slow speed and mediocre concealment, she can struggle to disengage from an unwanted fight without her smokescreen or some hard cover she can duck behind.

Armament

Ship Smasha mounts a similar main battery to Akizuki, with eight 100 mm guns in four twin turrets and a quad torpedo launcher. Although the guns are similar, they have different ballistics, which makes gunnery somewhat easier. As her shells lose less velocity, it is easier to hit targets at longer ranges. A 4.4 second reload means that Ship Smasha has one of the highest potential DPM totals at her tier. In practice, however, there are limitations to her armament that throttle her damage output.

Ship Smasha has weak HE shells with low damage and, more importantly, the worst penetration in her tier. With only 17 mm of penetration, players will need to aim for the superstructure of most ships; even enemy destroyer hull plating can shatter her shells, and she will be entirely unable to directly damage higher tier battleships. This is partially offset by her excellent fire starting potential, allowing her to start up to 8.7 fires per minute and seriously stretch the Damage Control Parties of enemy ships. If players opt to increase their armor penetration with the Inertial Fuse for High Explosive skill, then they will be able to punch through 21 mm plating at the expense of halving her fire starting capabilities. This will enable her HE rounds to punch through battleship superstructures and destroyer hull plating, but she will still find herself unable to directly damage the hulls of most high tier targets. Without the IFHE skill, her high explosive rounds are little more than a throw of the RNG dice.

Players will often find themselves relying on Ship Smasha’s AP rounds, as much due to the weakness of the HE rounds as the strength of the AP rounds. Her AP rounds also have some of the lowest damage at her tier, with her potential DPM relying on her reload and number of guns. Ship Smasha’s AP has improved ricochet angles compared to other destroyers, identical to those of US heavy cruisers. Her rounds need 17 mm of armor to fuse, which means that players can expect more over penetrations when facing lower tier destroyers and cruisers, which further reduces her actual DPM output.

Ship Smasha carries torpedoes similar to Asashio. Like Asashio, they can only damage battleships and aircraft carriers, although they retain Akizuki’s speed and damage. These weapons have a high flooding chance and deal high damage, and pose a serious threat to any large ships players can attack. As they are deepwater weapons, they are much harder to detect. If they aren’t spotted early by Hydroacoustic Search or other allies, they will not be detected until they are 800 meters away from the target. Targets will have slightly more than 4 seconds to react, which makes it unlikely that a large ship will be able to successfully avoid them.

Anti-Submarine

Ship Smasha drops a pattern of ten depth charges from her stern. This potentially allows her to cover a sizable area when attacking a submarine. However, Ship Smasha has some of the weakest depth charges at her tier, with low damage and a poor chance of starting a fire or flood. She relies on hitting a submarine with a large number of depth charges in order to sink it. Additionally, locating a submarine can be a challenge without Hydroacoustic Search, and her maneuverability can make it difficult to reach a good attack position. Overall, she is a poor ASW platform, particularly when compared to British destroyers.

Anti-Aircraft

Ship Smasha has good anti-air defenses for a destroyer, reflecting her historical role as an AA escort. Although it will reveal her position, her long range AA reaches out to 5.8 km with some of the highest DPS at her tier. She will also put up five flak bursts, which can cause serious damage to a squadron that does not avoid them. The rest of Ship Smasha’s AA defenses are concentrated in medium-range 40 mm weapons, that reach out to 3.5 km and also have some of the highest DPS at her tier. Her Defensive AA Fire can further boost her AA output. Overall, Ship Smasha’s AA can make her an unpleasant target, particularly for Tier VI carriers. But she is by no means immune to air attack, and players should not expect to be so.

Battle Performance

Ship Smasha is a ship that is potentially capable of large damage scores, although reaching these scores is sometimes difficult. Players will need to be aware of their targets and the limitations of their ammunition options. Her AP rounds, while improved, are still only destroyer caliber. Her HE rounds lack penetration, and her torpedoes cannot damage cruisers or destroyers, the ship types most likely to be hunting her down.

Although she may look (and feel) a lot like Akizuki, she is a very different beast. Ship Smasha is capable of chewing through enemy destroyers with little difficulty if she is able to catch them. Her smoke screens offer her plenty of opportunity to rain shells on larger targets from relative safety. Players should be extra cautious around cruisers; an alert cruiser player who is able to angle effectively will be almost immune to any of Ship Smasha’s tools.

Pros:

  • Very good health pool
  • Outstanding AP/HE shell velocity
  • Improved AP penetration angles, comparable to USN heavy cruisers
  • Good HE fire chance
  • Good torpedo range, detectability, damage and flood chance
  • Good AA suite for a destroyer
  • Decent concealment with all the relevant upgrades
  • Access to five (5) different consumables, each in its own slot.
  • Red wuns go faster

Cons:

  • Large ship, with low top speed and large turn radius for a destroyer.
  • Underwhelming main battery rate of fire.
  • Very light shells quickly lose speed at long range, making hitting far targets difficult
  • HE shells have a mere 17mm penetration and require IFHE to deal with same-tier destroyers.
  • Torpedoes are DW (deepwater) and can hit only battleships and aircraft carriers.
  • Only one torpedo rack with a slow reload speed.

Research

As a premium ship, Ship Smasha has no module upgrades to research.

Optimal Configuration

Commander Skills

Generally speaking, Ship Smasha is not an ideal option for training Pan-Asian captains, as her gameplay differs somewhat from the tech tree options and torpedo skills are less useful on Ship Smasha.

Non-IFHE build

Pyrotechnician and Extra Heavy AP shells are both potentially viable options if players are looking to fill a skill slot.


IFHE Build

Using the IFHE skill will boost Ship Smasha’s HE penetration to a somewhat usable level, although she will still struggle to penetrate many targets. If players want to use the skill, it will require sacrificing other options.

Consumables

Ship Smasha equips the following:

Camouflage

Ship Smasha comes with permanent camouflage Warhammer 40,000 - Orks - SHIP SMASHA

Signals

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

Gallery

Historical Info

Historical Gallery

References


Ship Change Log

See here for links to Update notes.

  • First appeared on sale in October 2021.
  • Update 0.10.11:
    • Reworked the Warhammer 40k logo on the ships' flag.
    • Number of charges of depth charge armament increased from 1 to 2.
  • Update 0.11.1:
    • AP shell damage increased from 1,900 to 2,050.
    • AP and HE shell weight increased.
  • Update 12.2:
    • Main battery reload time reduced from 4.7 to 4.4 s.
  • Update 13.3:
    • The number of bombs per Depth Charge drop increased from 10 to 16.

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