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Thrasher

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Thrasher
Thrasher_wows_main.jpg
Submarine | U.K. | Tier X
Tech Tree Position
Sturdy
Arrow_down.png
Thrasher_icon_small.png
stock
 top
General
Research price355000 exp
Purchase price28,000,000 Credits
Hit Points16,800 
Main Battery
102 mm/40 QF Mk.XII on an SI mount1 х 1 pcs.
Rate of Fire12 shots/min.
Reload Timesec.
Rotation Speed10 deg./sec.
180 Degree Turn Time18 sec.
Firing RangeExpression error: Unexpected * operator. km.
Maximum Dispersion36 m.
Maximum SAP Shell Damage2,250 
Initial SAP Shell Velocity850 m./s.
Torpedo Tubes
533 mm11 х 1 pcs.
Rate of Fire1.5 shots/min.
Reload Time40 sec.
Rotation Speed12 deg./sec.
180 Degree Turn Time15 sec.
Torpedo533 mm Mk VIII Mod 0** 
Maximum Damage6,800 
Torpedo Speed75 knot
Torpedo Range11.001 km.
Maneuverability
Maximum Speed26 knot
Turning Circle Radius460 m.
Rudder Shift Timesec.
Concealment
Surface Detectability Range6.1 km.
Air Detectability Range2.31 km.
Battle Levels
12345678910
Wows_anno_flag_uk.png
X
Ship_PBSS110_Thrasher.png
28,000,000

Thrasher — British Tier X submarine.

The Royal Navy's T-class submarines were designed in the 1930s to replace the O, P, and R classes. The submarines built during the war differed from their pre-war sister ships by having a welded hull and an additional aft torpedo tube. HMS Thrasher was built at the Cammell Laird shipyard in Birkenhead between 1939 and 1941. When World War II broke out, the submarine was transferred to the Mediterranean, where she sank 20,000 tons of enemy shipping. In 1945, Thrasher was assigned to the Pacific Theater of war, where she sank 24 enemy ships.

Thrasher was first released for sale on DD MMM YYYY.

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)
102 mm/40 QF Mk.XII on an SI mount121836 02,000,000
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)
Thrasher16,800625111 03,000,000
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)
533 mm Mk VIII1.540156,8007511 02,000,000
533 mm Mk VIII1.540158,1667812 38,0002,500,000
Sonar Rate of Fire
(m/s)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 2,500 hp26 02,000,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Damage Control Party Modification 1
Sonar Modification 1
 Slot 2 
Engine Room Protection
Sonar Modification 2
Damage Control System Modification 3
 Slot 3 
Main Battery Modification 2
Aiming Systems Modification 1
Torpedo Tubes Modification 1
Dive Capacity Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Submarine Steering Gears
 Slot 5 
Ship Consumables Modification 1
Torpedo Tubes Modification 3
Reinforced Bulkheads
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Dive Capacity Modification 2

Player Opinion

Performance

Overview

Tier X Thrasher is the successor to the British submarine Sturdy, with substantial improvements to her offensive firepower but only incremental upgrades in survivability. She is the only British submarine in the game with a manually controlled deck gun. Her role focuses on her excellent homing torpedoes, with captains utilizing them in mid- to long-range engagements.

Hull

Thrasher is a welcome upgrade in survivability when compared to Sturdy, but is the worst overall when compared to her Tier X peers. She has the worst concealment at 6.1km, so many Tier X destroyers and all Tier X subs to outspot her. Her 16,800 hit-point pool is small for a submarine, and she is covered in 19 mm armor from bow to stern. Captains should avoid being spotted while surfaced or submerged as she doesn’t have the HP pool to take many hits. Thrasher’s handling is one of her strongest traits. She has the best-in-class rudder shift time at 6 seconds with an average turning radius of 580 m. Her diving performance is excellent, with the fastest diving plane shift time and dive speed at 15.6 seconds and 3.5 m/s respectively. Despite her excellent handling, Thrasher is the slowest submarine at her tier, with a top speed of 26 knots when surfaced and 18 knots when submerged. Her dive capacity is best-in-class at 340 units, allowing her to stay submerged for up to 5 minutes and 40 seconds. Upgrades to her dive capacity push her battery time to over 6 minutes, giving captains ample time to stay submerged. However, Thrasher’s battery recharge rate is the worst in tier at 0.6 units/s, so she spends much more time recharging her battery compared to her peers.

Armament

Like the other British tech-tree submarines, Thrasher only has access to homing torpedoes, with no option to utilize conventional torpedoes. Her sonar has a 12 km range with 500 m/s ping velocity and 6 s reload time. As with other subs of her tier, Thrasher’s single pings last for 25 s while her double pings last for 65 s, giving her homing torpedoes ample time to track targets. When upgraded, they have a 12 km range, deal 7,833 damage per torpedo, go 78 knots, and have a relatively high flooding chance of 42%. While these homing torpedoes are slower than those of her peers, they also are stealthier with a 1.7 km detectability range. This gives Thrasher an 8.1 s torpedo reaction time compared to the 10 s reaction times of other Tier X submarines. Thrasher has eleven torpedo tubes, with eight on the bow and three on the stern. Each rear torpedo tube has its own fixed angle, which can be awkward in close quarters combat as she needs to swing her stern to get all three torpedoes off at a nearby target. Her torpedoes have a 40 s reload, with the bow tubes reloading in groups of four and the stern tubes all reloading at once. Although Thrasher possesses no conventional torpedoes, she still has the capability to launch at close range. However, captains should only stick to shotgunning lightly armored or low health ships, as the heavy torpedo protection of capital ships significantly reduces the 62,664 maximum alpha of her bow torpedo tubes.

Thrasher is unique compared to her predecessors, as she allows players to directly control the single deck gun found on her superstructure. It is only usable when she is fully surfaced, making her vulnerable to counterattack. The gun’s shells and handling are nothing noteworthy. Its firing arcs cover the port, bow, and starboard, but the stern is unreachable. The turret traverse time is slow at 18 s, making it cumbersome to use within its 6 km firing range. Thrasher’s gun fires a single SAP shell every five seconds with a DPM of 27,000. It is best to utilize her deck gun to finish off lightly armored enemies that are at low health, as it can do more reliable damage that cannot be mitigated as well as homing torpedoes.

Consumables

Thrasher carries a standard Damage Control Party with three available charges and a long 15 s duration. This allows players ample time to disengage without the risk of module damage, floods, and fires compromising their ship. Due to the limited charges, players should be careful and deliberate with its use, as it could make the difference between life and death.

Thrasher’s Hydrophone is amongst the worst of her peers. Compared to the unlimited charges that other Tier X submarines carry, she only has six charges to use throughout a game. She also has the worst hydrophone range of the tier with a 6 km detection radius, which is shorter than her concealment. In comparison, every other Tier X sub has a hydrophone range greater than its concealment. Thrasher does not have the ability to detect the presence of unspotted ships unless they are within her concealment range. Other submarines have the capability to see potential threats in their vicinity at a relatively safe distance. Thrasher does not have the same luxury, as she cannot effectively use her hydrophone unless she is already in a risky situation. Despite these shortcomings, Thrasher’s hydrophone reloads faster and gives spotting updates more frequently than her peers. This is a significant advantage only if she fights ships that are within that 6 km range. Because of these limitations, Thrasher’s hydrophone is best used in self-defense to help her confront sticky situations.

Thrasher’s Submarine Surveillance is the only way she can detect submerged enemy submarines. She is tied with the American submarines in having the worst range of 6.6 km. This is a considerable weakness when enemy subs with longer surveillance range spot her without any way for Thrasher to spot them in return. Combined with her large surface concealment and poor hydrophone range, it is risky for her to fight other subs as she can easily be punished while submerged and chased down while on the surface with no way to re-submerge.

Gameplay

Thrasher’s gameplay revolves around her excellent homing torpedoes, saturating a flank with sheer torpedo volume and focusing down ships within her range. Captains should stay near allied destroyers as they provide spotting and screening from potential threats. She is best played in open areas that enable her to freely target exposed vessels. Since the torpedoes reload in groups of four and each group reloads in under a minute, players have many opportunities to stagger their torpedoes to make evasion difficult. Getting double pings on enemy ships greatly increases the likelihood of your torpedoes hitting, but pinging will also give away your presence to the enemy. It is inadvisable to play Thrasher as a front-line vessel, as she lacks the advanced warning capabilities of her peers and is vulnerable when caught. Her role is defensively oriented, as her weak survivability and lack of standard torpedoes make aggressive plays unnecessary. She still can make those plays, but her peers generally do it better.

Pros:


    Cons:

      Research

      Unlike most Tier X ships, Thrasher has modules to research:

      1. Sonar: Upgrade to ASDIC 10 Mod. B for a faster sonar reload.
      2. Torpedoes: Upgrade to 533 mm Mk VIII for better homing torpedo damage, range and flooding chance.

      Optimal Configuration

      Upgrades

      The recommended upgrades are:

      • Slot 1:
      • Slot 2:
      • Slot 3:
      • Slot 4:
      • Slot 5:
      • Slot 6:

      Commander Skills

      Consumables

      Thrasher equips the following consumables:

      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.

      • Available for testing by supertesters in the game starting from Update 0.11.9.

      Testing Changes

      • DevBlog 368:
        • Preliminary characteristics.
          • Note: The Dev Blog states Thrasher's Dive Capacity recharge rate is 1 units/s, she actually recharges 0.6 units/s.
      • DevBlog 370:
        • With the release of Update 0.11.9:
          • Preparation time for the Submarine Surveillance consumable reduced from 360 to 330 s.
      • DevBlog 379:
        • Stock torpedoes changed:
          • Range increased from 9 to 11 km.
          • Maximum damage increased from 4,630 to 6,800.
          • Chance to cause flooding reduced from 77 to 36%.
        • Researchable torpedoes changed:
          • Range increased from 10 to 12 km.
          • Maximum damage increased from 5,167 tо 7,833.
          • Chance to cause flooding reduced from 77 to 42%.
      • DevBlog 383:
        • Main battery dispersion formula improved from standard destroyer to that of Elbing.
      • DevBlog 394:
        • Maximum sonar range increased from 10 to 12 km.
      • DevBlog 409:
        • Fixed a bug with the maximum sonar range of the submarine: now it is equal to the homing torpedo range.
          • Maximum stock sonar module range increased from 10 to 12 km.
      • Update 12.1:
      • Added in early access as the last bundle out of 9 in the British Submarines event. The final stage of these sequential bundles cost 20,000 doubloons, and to unlock Thrasher on the very first day of the patch cost players up to 82,000 doubloons.
        • The Victoria Cross permanent camouflage was added.
      • Update 12.2:
        • Fixed an issue that prevented the ship name from displaying on the Victoria Cross permanent camouflage.
      • Introduced into the game as a researchable ship in Update 12.3.
      • Update 12.3:
        • Fixed the geometry and textures of the ship.
        • Fixed an issue that increased the detectability range of the submarine after emitting a sonar ping while under the cover of smoke.

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