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Turenne

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Changed protection level for "Ship:Turenne" ([Edit=Allow only administrators] (expires 00:00, 28 February 2018 (UTC)) [Move=Allow only administrators] (indefinite))
Revision as of 10:56, 20 February 2018
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 3. Write a brief summary paragraph of 1-3 sentences highlighting the key takeaways from the paragraphs above. 3. Write a brief summary paragraph of 1-3 sentences highlighting the key takeaways from the paragraphs above.
 --> -->
 +''Turenne'' plays and handles very similarly to her Tier III contemporaries, ''[[Nassau]]'' and ''[[Kawachi]]''. Like most other low tier battleships, ''Turenne'' travels at a slow pace, requiring captains to plan their moves ahead of time. Additionally, the ship boasts a thick main and upper armor belt that can easily protect against enemy fire with the proper angle.
 +
 +Like ''[[Nassau]]'' and ''[[Kawachi]]'', ''Turenne'' carries her primary guns in a hexagonal arrangement. While this prevents all guns from being fired simultaneously, it allows for captains to maintain firepower on both sides of the ship. The wide firing angles of the rear turrets allow captains to make use of a majority of the ship’s firepower while keeping a narrow profile towards the enemy. However, captains should make note of their shell and target selection prior to firing. ''Turenne’s'' armor piercing shells have a low initial velocity and often struggle to deal effective damage against distant ships. Instead, captains may find high explosive shells to be more effective, especially at heavily angled or far-away targets.
 +
 +While ''Turenne's'' armor is not the thickest at her tier, it can protect the ship’s citadel from enemy fire, given the proper angle. The extended main belt and large upper belt also limit the areas on the ship that are vulnerable to enemy high explosive shells. Captains should make use of the ship’s armor, wide firing angles, and small turning circle to quickly fire before angling the ship against returning shells.
 +
 +In short, ''Turenne'' is very similar to other Tier III battleships in numerous ways. Like other dreadnoughts, she trades speed for better armor and bigger guns. However, captains may often find themselves switching shell types or targets due to the low penetration of the armor piercing shells.
  
 |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
?* +* The ship's citadel is located below the waterline and is well protected by the armor belt.
?* +* The side mounted turrets have wide firing angles, allowing for the majority of the ship's firepower to be used while maintaining a narrow profile.
?* +* Small turning circle allows the ship to quickly maneuver away from torpedoes or enemy fire.
?* +
  
 |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
?* +* Armor piercing shells have a slow initial velocity and often struggle to damage battleships or cruisers at a distance.
?* +* Slow turret traverse prevents captains from firing their guns while turning.
?* +* Carries few anti-aircraft guns, leaving the ship vulnerable to carrier strikes.
?* +
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?<!--Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows: +Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows:
?* '''Main Battery:''' +* '''Hull:''' Upgrade to Hull (B) for an improved rudder shift time and additional hit points. Research of this module unlocks progression to [[Ship:Courbet|''Courbet'']].
?* '''Hull:''' Upgrade to Hull (B) for XXX. Research of this module unlocks progression to YYY.+* '''Gun Fire Control System:''' Upgrade to PCA n° 3 Mle 2 for an extra 10% range on the main battery.
?* '''Torpedoes:''' +* '''Propulsion:''' Upgrade to the 26,000 hp engine to increase the ship's top speed by 1.2 knots.
?* '''Gun Fire Control System:''' Upgrade to XXX for an extra 10% range on the main battery. +
?* '''Propulsion:''' +
?-->+
  
?<!-- FOR PREMIUM SHIPS:+ 
?As a premium ship, ''{{#var:ship_name}}'' doesn't have any upgrades to research.-->+Captains should first research Hull (B) before researching the Gun Fire Control System and Propulsion upgrades.
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
Line 43:Line 45:
 |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable -->
  
?<!--The recommended upgrades for ''{{#var:ship_name}}'' are as follows:+The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
?* '''Slot 1''': +* '''Slot 1''': {{Main Armaments Modification 1}}<nowiki>*</nowiki>
?* '''Slot 2''': +* '''Slot 2''': {{Damage Control System Modification 1}}
?* '''Slot 3''': +
?* '''Slot 4''': +'''Slot 1''' provides several options for captains. Main Armaments Modification 1 is recommended to provide additional survivability to the main battery, but players who desire to specialize in the secondary armament should choose Auxiliary Armaments Modification 1.
?* '''Slot 5''': +
?* '''Slot 6''': +
?-->+
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?<!--Key skills for ''{{#var:ship_name}}'' commanders include INSERT TEXT HERE. +Key skills for ''{{#var:ship_name}}'' commanders include Expert Marksman at Level 2, Superintendent at Level 3, and Fire Prevention at Level 4. Basics of Survivability can also be taken to reduce the time required to extinguish fires. Concealment Expert is also recommended to reduce the ship's detection range.
  
 {{Commander Skills {{Commander Skills
?| Priority Target = +| Priority Target = 2
?| Preventative Maintenance = +| Preventative Maintenance = 2
?| Expert Loader = +| Expert Loader = 2
 | Aircraft Servicing Expert =  | Aircraft Servicing Expert =
 | Direction Center for Catapult Aircraft =  | Direction Center for Catapult Aircraft =
Line 65:Line 64:
 | Evasive Maneuver =  | Evasive Maneuver =
  
?| High Alert = +| High Alert = 2
?| Jack of All Trades = +| Jack of All Trades = 2
?| Expert Marksman = +| Expert Marksman = 3
 | Torpedo Acceleration =  | Torpedo Acceleration =
 | Smoke Screen Expert =  | Smoke Screen Expert =
 | Expert Rear Gunner =  | Expert Rear Gunner =
?| Adrenaline Rush = +| Adrenaline Rush = 1
 | Last Stand =  | Last Stand =
  
?| Basics of Survivability = +| Basics of Survivability = 2
 | Survivability Expert =  | Survivability Expert =
 | Torpedo Armament Expertise =  | Torpedo Armament Expertise =
 | Emergency Takeoff =  | Emergency Takeoff =
?| Basic Firing Training = +| Basic Firing Training = 1
?| Superintendent = +| Superintendent = 3
 | Demolition Expert =  | Demolition Expert =
?| Vigilance = +| Vigilance = 1
  
?| Manual Fire Control for Secondary Armament = +| Manual Fire Control for Secondary Armament = 1
?| Fire Prevention = +| Fire Prevention = 2
 | Inertia Fuse for HE Shells =  | Inertia Fuse for HE Shells =
 | Air Supremacy =  | Air Supremacy =
?| Advanced Firing Training = +| Advanced Firing Training = 1
 | Manual Fire Control for AA Armament =  | Manual Fire Control for AA Armament =
 | Radio Position Finding =  | Radio Position Finding =
?| Concealment Expert = +| Concealment Expert = 2
?}}-->+}}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?<!--''{{#var:ship_name}}'' can equip the following consumables:+''{{#var:ship_name}}'' can equip the following consumables:
 * '''Slot 1:''' {{Damage Control Party}} * '''Slot 1:''' {{Damage Control Party}}
?* {{Repair Party}}+* '''Slot 2:''' {{Repair Party}}
?* {{Smoke Generator}}+
?* {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}}+
?* {{Surveillance Radar}}+
?* {{Torpedo Reload Booster}}+
?* {{Engine Boost}}+
?* {{Spotting Aircraft}} '''or''' {{Catapult Fighter}}-->+
  
?|Camouflage=<!-- write text about useful camouflage below -->+Premium versions of these consumables are recommended to decrease their cooldown timers.
?<!-- FOR TECH TREE SHIPS+
?[[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; +
  
?Choose one and append after semicolon above:+|Camouflage=<!-- write text about useful camouflage below -->
?Types 1 or 5 are recommended at a minimum to reduce detectibility range.+[[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
?Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.+
? +
?Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type XX camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.+
?-->+
? +
?<!--FOR PREMIUM SHIPS TIER V AND BELOW+
?As a premium ship, ''{{#var:ship_name}}'' comes included with [[Ship:Camouflage#Premium_Camouflage|Type 9 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns. +
?-->+
? +
?<!--FOR PREMIUM SHIPS TIER VI AND UP+
?As a premium ship, ''{{#var:ship_name}}'' comes included with [[Ship:Camouflage#Premium_Camouflage|Type 10 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns. +
?-->+
  
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
? +''Turenne'' captains should mount signal flags that improve the ship's survivability. November Foxtrot ({{November Foxtrot|Size=18px}}) and India Delta ({{India Delta|Size=18px}}) flags can be mounted to improve the effectiveness of the ship's consumables. India Yankee ({{India Yankee|Size=18px}}) flags are recommended to reduce the time needed to extinguish fires. Captains may also find Sierra Mike ({{Sierra Mike|Size=18px}}) flags useful to increase the ship's top speed. Lastly, economic and special signal flags can be taken to improve the ship's economic gains per battle.
?<!-- {{Signal Flags+{{Signal Flags
 | November Echo Setteseven =  | November Echo Setteseven =
?| Mike Yankee Soxisix = +| Mike Yankee Soxisix = 2
 | India X-Ray =  | India X-Ray =
 | Juliet Whiskey Unaone =  | Juliet Whiskey Unaone =
Line 133:Line 112:
 | Hotel Yankee =  | Hotel Yankee =
  
?| November Foxtrot = +| November Foxtrot = 2
?| Sierra Mike = +| Sierra Mike = 2
?| India Delta = +| India Delta = 3
?| Juliet Yankee Bissotwo = +| Juliet Yankee Bissotwo = 1
?| India Yankee = +| India Yankee = 2
?| Juliet Charlie = +| Juliet Charlie = 1
  
?| Zulu = +| Zulu = 1
 | India Bravo Terrathree =  | India Bravo Terrathree =
?| Equal Speed Charlie London = +| Equal Speed Charlie London = 2
?| Zulu Hotel = +| Zulu Hotel = 1
 | Papa Papa =  | Papa Papa =
  
?| Wyvern = +| Wyvern = 1
?| Red Dragon = +| Red Dragon = 2
?| Dragon Flag = +| Dragon Flag = 2
 | Ouroboros =  | Ouroboros =
?| Hydra = +| Hydra = 1
?}} -->+}}
  
 |Gallery=<!-- write below list of files with description (if necessary) separated with | --><gallery> |Gallery=<!-- write below list of files with description (if necessary) separated with | --><gallery>

Revision as of 10:56, 20 February 2018

Turenne
Turenne_wows_main.jpg
Battleship | France | Tier III
Tech Tree Position
Friant
Arrow_down.png
Turenne_icon_small.png
Arrow_down.png
Courbet
stock
 top
General
Research price2850 exp
Purchase price314,000 Credits
Hit Points34,400 
Main Battery
305 mm/45 Mle 1906-1910 on an Mle 1906-1910 mount6 х 2 pcs.
Rate of Fireshots/min.
Reload Time30 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time60 sec.
Firing Range11.34 km.
Maximum Dispersion177 m.
HE Shell305 mm HE OEA Mle 1910 
Maximum HE Shell Damage4,200 
Chance of Fire on Target Caused by HE Shell22 %
Initial HE Shell Velocity905 m./s.
HE Shell Weight308 kg.
AP Shell305 mm AP OPf Mle 1910 
Maximum AP Shell Damage8,300 
Initial AP Shell Velocity798 m./s.
AP Shell Weight428.35 kg.
Secondary Armament #1
75 mm/63 Mle 1908 on a casemate mount20 х 1 pcs.
Firing Rangekm.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell75 mm HE OEA Mle 1908 
Maximum HE Shell Damage1,100 
Initial HE Shell Velocity930 m./s.
Chance of Fire on Target Caused by HE Shell%
Maneuverability
Maximum Speed19.27 knot
Turning Circle Radius510 m.
Rudder Shift Time15.7 sec.
Concealment
Surface Detectability Range11 km.
Air Detectability Range6.62 km.
Battle Levels
12345678910
Wows_anno_flag_france.png
III
Ship_PFSB103_Turenne.png
314,000

Turenne — French Tier III battleship.

Several projects were approved under the naval program of 1906, which provided for the construction of nineteen battleships. The final version incorporated the slightly enlarged hull of squadron battleship Danton with a linear-rhombic arrangement of six 305 mm twin-gun turrets. The armor and propulsion unit also matched the prototype. While the project was never implemented, its further development led to the appearance of the Courbet-class battleships.

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)
305 mm/45 Mle 1906-1910 on an Mle 1906-1910 mount2601774,200228,300 030,000
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)
Turenne (A)34,40010400620 070,000
Turenne (B)35,000104006208 1,350150,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
PCA n° 3 Mle 10 022,000
PCA n° 3 Mle 20 65076,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 24,800 hp19.3 017,000
Propulsion: 26,000 hp20.5 35040,000

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 Room Protection

Player Opinion

Performance

Turenne plays and handles very similarly to her Tier III contemporaries, Nassau and Kawachi. Like most other low tier battleships, Turenne travels at a slow pace, requiring captains to plan their moves ahead of time. Additionally, the ship boasts a thick main and upper armor belt that can easily protect against enemy fire with the proper angle.

Like Nassau and Kawachi, Turenne carries her primary guns in a hexagonal arrangement. While this prevents all guns from being fired simultaneously, it allows for captains to maintain firepower on both sides of the ship. The wide firing angles of the rear turrets allow captains to make use of a majority of the ship’s firepower while keeping a narrow profile towards the enemy. However, captains should make note of their shell and target selection prior to firing. Turenne’s armor piercing shells have a low initial velocity and often struggle to deal effective damage against distant ships. Instead, captains may find high explosive shells to be more effective, especially at heavily angled or far-away targets.

While Turenne's armor is not the thickest at her tier, it can protect the ship’s citadel from enemy fire, given the proper angle. The extended main belt and large upper belt also limit the areas on the ship that are vulnerable to enemy high explosive shells. Captains should make use of the ship’s armor, wide firing angles, and small turning circle to quickly fire before angling the ship against returning shells.

In short, Turenne is very similar to other Tier III battleships in numerous ways. Like other dreadnoughts, she trades speed for better armor and bigger guns. However, captains may often find themselves switching shell types or targets due to the low penetration of the armor piercing shells.

Pros:

  • The ship's citadel is located below the waterline and is well protected by the armor belt.
  • The side mounted turrets have wide firing angles, allowing for the majority of the ship's firepower to be used while maintaining a narrow profile.
  • Small turning circle allows the ship to quickly maneuver away from torpedoes or enemy fire.

Cons:

  • Armor piercing shells have a slow initial velocity and often struggle to damage battleships or cruisers at a distance.
  • Slow turret traverse prevents captains from firing their guns while turning.
  • Carries few anti-aircraft guns, leaving the ship vulnerable to carrier strikes.

Research

Availability of researchable upgrades for Turenne is as follows:

  • Hull: Upgrade to Hull (B) for an improved rudder shift time and additional hit points. Research of this module unlocks progression to Courbet.
  • Gun Fire Control System: Upgrade to PCA n° 3 Mle 2 for an extra 10% range on the main battery.
  • Propulsion: Upgrade to the 26,000 hp engine to increase the ship's top speed by 1.2 knots.


Captains should first research Hull (B) before researching the Gun Fire Control System and Propulsion upgrades.

Optimal Configuration

Upgrades

The recommended upgrades for Turenne are as follows:

Slot 1 provides several options for captains. Main Armaments Modification 1 is recommended to provide additional survivability to the main battery, but players who desire to specialize in the secondary armament should choose Auxiliary Armaments Modification 1.

Commander Skills

Key skills for Turenne commanders include Expert Marksman at Level 2, Superintendent at Level 3, and Fire Prevention at Level 4. Basics of Survivability can also be taken to reduce the time required to extinguish fires. Concealment Expert is also recommended to reduce the ship's detection range.

Consumables

Turenne can equip the following consumables:

Premium versions of these consumables are recommended to decrease their cooldown timers.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.

Signals

Turenne captains should mount signal flags that improve the ship's survivability. November Foxtrot (-5% reload time on all consumables.) and India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) flags can be mounted to improve the effectiveness of the ship's consumables. India Yankee (-20% to fire duration.) flags are recommended to reduce the time needed to extinguish fires. Captains may also find Sierra Mike (+5% to the ship's maximum speed.) flags useful to increase the ship's top speed. Lastly, economic and special signal flags can be taken to improve the ship's economic gains per battle.

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

Gallery

Historical Info

Historical Gallery


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Commonwealth  VII YukonDoubloons 
Pan-America  V Rio de JaneiroDoubloons • VIII AtlânticoDoubloons