Weimar
Revision as of 08:42, 18 June 2021 added history section | Revision as of 09:19, 18 June 2021 added performance, pro/cons, upgrades, research, signals, commander skills and consumables | |||
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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. | |||
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+ | ''{{#var:ship_name}}'' is a Tier VII German light cruiser that takes a slot next to her Tech Tree counterpart, ''[[Yorck]]'', compared to which she can be regarded as a light cruiser version similar to how ''[[Mainz]]'' is a light cruiser version of ''[[Admiral Hipper]]''. | |||
+ | ||||
+ | However, there are some additional differences between the two ships which affect the playstyle noticably. Most noticably ''{{#var:ship_name}}'' has access to the {{Engine Boost}} consumable, allowing her to temporarily boost her maneuverability to evade fire or allowing a quick reposition maneuver. Secondly she has access to the {{Spotting Aircraft}} consumable, temporarily boosting her otherwise mediocre 14km range to 18.2km. | |||
+ | ||||
+ | The main armament of twelve 150mm guns benefits greatly from the improved HE penetration that German shells enjoy, allowing her to penetrate up to 38mm of armor without hurting her fire chance through the usage of IFHE. This gives ''{{#var:ship_name}}'' better usability as a captain trainer, requiring no specific build. The Alpha damage and fire chance also follow the rules of German shells, being below average, making ''{{#var:ship_name}}'' unable to deal large Alpha strikes with these shells. Her AP shells come with a decent AP penetration and improved AP shell damage, making them lethal shells to use against cruisers and battleships with thinner extremities that show enough side. | |||
+ | ||||
+ | In terms of survivability ''{{#var:ship_name}}'' comes with several downsides compared to ''Yorck''. The 16mm fore and aft armor make her more vulnerable against battleship caliber shells and smaller HE shells, which means that ''{{#var:ship_name}}'' would do best to avoid getting hit in the first place. | |||
+ | ||||
+ | In terms of playstyle ''{{#var:ship_name}}'' is best played at range, making usage of her {{Engine Boost}} consumable and {{Spotting Aircraft}} to avoid return fire while dealing continuous damage with HE shells and fires against larger targets, or hitting cruiser broadsides with AP shells for increased penetration damage even if she does not score citadel hits. | |||
|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. --> | |||
? | * | + | * Improved HE penetration for the main guns permits consistent damage against thicker plated ships even without IFHE | |
? | * | + | * Heavy torpedo armament for high alpha strikes at short range | |
? | * | + | * Despite the high reload, the practical dpm of ''{{#var:ship_name}}'' is high due to good trajectories and HE penetration | |
? | * | + | * Improved German {{Hydroacoustic Search}} | |
|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. --> | |||
? | * | + | * Short main battery range of only 14km | |
? | * | + | * Worse than average speed and rudder shift time | |
? | * | + | * Lighter bow plating than ''[[Yorck]]'', leaving ''{{#var:ship_name}}'' prone to overmatch | |
? | * | + | * Vulnerable to aircraft | |
|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
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? | + | As a premium ship, ''{{#var:ship_name}}'' doesn't have any upgrades to research. | ||
? | As a premium ship, ''{{#var:ship_name}}'' doesn't have any upgrades to research. | + | ||
|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
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|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: | ||
? | * '''Slot 1''': | + | * '''Slot 1''': {{Main Armaments Modification 1}} | |
? | * '''Slot 2''': | + | * '''Slot 2''': {{Hydroacoustic Search Modification 1}} | |
? | * '''Slot 3''': | + | * '''Slot 3''': {{Aiming Systems Modification 1}} | |
? | * '''Slot 4''': | + | * '''Slot 4''': {{Steering Gears Modification 1}} or {{Propulsion Modification 1}} | |
? | + | |||
? | + | |||
? | + | |||
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
+ | {{Commander Skills 3 CR | |||
+ | <!-- Ratings 1,2,3 are legit. Others are ignored.--> | |||
+ | | rating11 = 1 <!-- Grease the Gears --> | |||
+ | | rating12 = <!-- Swift Fish --> | |||
+ | | rating13 = <!-- Consumables Specialist --> | |||
+ | | rating14 = <!-- Gun Feeder --> | |||
+ | | rating15 = 1 <!-- Incoming Fire Alert --> | |||
+ | | rating16 = 1 <!-- Last Stand --> | |||
+ | ||||
+ | | rating21 = 2 <!-- Pyrotechnician --> | |||
+ | | rating22 = <!-- Fill the Tubes --> | |||
+ | | rating23 = 3 <!-- Consumables Enhancements --> | |||
+ | | rating24 = <!-- Eye in the Sky --> | |||
+ | | rating25 = 3 <!-- Priority Target --> | |||
+ | | rating26 = <!-- Expert AA Marksman --> | |||
+ | ||||
+ | | rating31 = 2 <!-- Heavy HE and SAP Shells --> | |||
+ | | rating32 = <!-- Enhanced Torpedo Explosive Charge --> | |||
+ | | rating33 = 3 <!-- Adrenaline Rush --> | |||
+ | | rating34 = <!-- Heavy AP Shells --> | |||
+ | | rating35 = 3 <!-- Superintendent --> | |||
+ | | rating36 = <!-- Survivability Expert --> | |||
+ | ||||
+ | | rating41 = <!-- Top Grade Gunner --> | |||
+ | | rating42 = <!-- Outnumbered --> | |||
+ | | rating43 = <!-- Radio Location --> | |||
+ | | rating44 = <!-- Inertial Fuse for HE Shells --> | |||
+ | | rating45 = 3 <!-- Concealment Expert --> | |||
+ | | rating46 = <!-- AA Gunner --> | |||
+ | }} | |||
+ | ||||
|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
? | + | ''{{#var:ship_name}}'' can equip the following consumables: | ||
* '''Slot 1:''' {{Damage Control Party}} | * '''Slot 1:''' {{Damage Control Party}} | |||
? | * | + | * '''Slot 2:''' {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}} | |
? | + | * '''Slot 3:''' {{Engine Boost}} | ||
? | + | * '''Slot 4:''' {{Spotting Aircraft}} '''or''' {{Catapult Fighter}} | ||
? | * | + | ||
? | + | Using the {{Spotting Aircraft}} over the {{Catapult Fighter}} and the {{Hydroacoustic Search}} over the {{Defensive AA Fire}} consumable is recommended. | ||
? | + | |||
? | + | |||
? | * {{Spotting Aircraft}} '''or''' {{Catapult Fighter}} | + | ||
? | + | |||
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> | |||
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? | + | 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, reduces her repair costs, and increases the amount of experience she earns. | ||
? | As a premium ship, ''{{#var:ship_name}}'' comes included with [[Ship:Camouflage#Premium_Camouflage|Type | + | ||
? | + | |||
|Signals=<!-- write text about best set of signals below --> | |Signals=<!-- write text about best set of signals below --> | |||
? | + | {{Signal Flags | ||
| November Echo Setteseven = | | November Echo Setteseven = | |||
| Mike Yankee Soxisix = | | Mike Yankee Soxisix = | |||
? | | India X-Ray = | + | | India X-Ray = 1 | |
| Juliet Whiskey Unaone = | | Juliet Whiskey Unaone = | |||
? | | Victor Lima = | + | | Victor Lima = 1 | |
| Hotel Yankee = | | Hotel Yankee = | |||
? | | November Foxtrot = | + | | November Foxtrot = 2 | |
? | | Sierra Mike = | + | | Sierra Mike = 2 | |
? | | India Delta = | + | | India Delta = 0 | |
| Juliet Yankee Bissotwo = | | Juliet Yankee Bissotwo = | |||
| India Yankee = | | India Yankee = | |||
? | | Juliet Charlie = | + | | Juliet Charlie = 1 | |
? | | Zulu = | + | | Zulu = 2 | |
? | | India Bravo Terrathree = | + | | India Bravo Terrathree = 1 | |
? | | Equal Speed Charlie London = | + | | Equal Speed Charlie London = 2 | |
? | | Zulu Hotel = | + | | Zulu Hotel = 2 | |
? | | Papa Papa = | + | | Papa Papa = 2 | |
? | | Wyvern = | + | | Wyvern = 2 | |
? | | Red Dragon = | + | | Red Dragon = 2 | |
? | | Dragon Flag = | + | | Dragon Flag = 2 | |
? | | Ouroboros = | + | | Ouroboros = 2 | |
? | | Hydra = | + | | Hydra = 2 | |
? | | Basilisk = | + | | Basilisk = 2 | |
? | | Leviathan = | + | | Leviathan = 2 | |
? | | Scylla = | + | | Scylla = 2 | |
? | }} | + | }} | |
|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 09:19, 18 June 2021
150 mm/60 SK C/25 on a Drh Tr C/28 mount4 х 3 pcs. |
Rate of Fire7.5 shots/min. |
Reload Time8 sec. |
Rotation Speed7.6 deg./sec. |
180 Degree Turn Time23.68 sec. |
Firing Range14 km. |
Maximum Dispersion129 m. |
HE Shell150 mm Spr.Gr. L/4.4 Kz. |
Maximum HE Shell Damage1,700 |
Chance of Fire on Target Caused by HE Shell8 % |
Initial HE Shell Velocity960 m./s. |
HE Shell Weight45.5 kg. |
AP Shell150 mm P.Spr.Gr. L/3.7 |
Maximum AP Shell Damage3,900 |
Initial AP Shell Velocity960 m./s. |
AP Shell Weight45.5 kg. |
105 mm/65 SK C/33 on a Dop. L. C/31 mount4 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 Shell5 % |
533 mm Drilling4 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 Range6 km. |
105 mm/65 SK C/33 on a Dop. L. C/31 mount4 х 2 pcs. |
. . . Average Damage per Second66.4 |
. . . Firing Range4.5 km. |
20 mm/65 C/38 on an L/30 single mount4 х 1 pcs. |
. . . Average Damage per Second12 |
. . . Firing Range2.01 km. |
20 mm/65 C/38 on a twin mount8 х 2 pcs. |
. . . Average Damage per Second33.6 |
. . . Firing Range2.01 km. |
40 mm/56 Flak 28 on a single mount6 х 1 pcs. |
. . . Average Damage per Second45 |
. . . Firing Range3.51 km. |
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount4 х 4 pcs. |
. . . Average Damage per Second24 |
. . . Firing Range2.01 km. |
Maximum Speed31 knot |
Turning Circle Radius650 m. |
Rudder Shift Time8.8 sec. |
Surface Detectability Range12.77 km. |
Air Detectability Range5.64 km. |
Weimar — German special premium Tier VII cruiser.
German engineers considered several weaponry options when developing 10,000-ton ships. The lightest of the projects under consideration was the I/10 project, with eight 210 mm guns housed in four turrets. At the same time, the first modern German light cruisers carried 150 mm triple-gun turrets. The size and layout of the I/10 project allowed for the use of four such turrets in place of 210 mm gun mounts.
Modules
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 () | ||
---|---|---|---|---|---|---|---|---|---|
G7a T1 | 0.9 | 68 | 7.2 | 13,700 | 64 | 6 | 0 | 0 |
Compatible Upgrades
Slot 1 |
|||||
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Slot 2 |
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Slot 3 |
|||||
Slot 4 |
Player Opinion
Performance
Weimar is a Tier VII German light cruiser that takes a slot next to her Tech Tree counterpart, Yorck, compared to which she can be regarded as a light cruiser version similar to how Mainz is a light cruiser version of Admiral Hipper.
However, there are some additional differences between the two ships which affect the playstyle noticably. Most noticably Weimar has access to the Engine Boost consumable, allowing her to temporarily boost her maneuverability to evade fire or allowing a quick reposition maneuver. Secondly she has access to the Spotting Aircraft consumable, temporarily boosting her otherwise mediocre 14km range to 18.2km.
The main armament of twelve 150mm guns benefits greatly from the improved HE penetration that German shells enjoy, allowing her to penetrate up to 38mm of armor without hurting her fire chance through the usage of IFHE. This gives Weimar better usability as a captain trainer, requiring no specific build. The Alpha damage and fire chance also follow the rules of German shells, being below average, making Weimar unable to deal large Alpha strikes with these shells. Her AP shells come with a decent AP penetration and improved AP shell damage, making them lethal shells to use against cruisers and battleships with thinner extremities that show enough side.
In terms of survivability Weimar comes with several downsides compared to Yorck. The 16mm fore and aft armor make her more vulnerable against battleship caliber shells and smaller HE shells, which means that Weimar would do best to avoid getting hit in the first place.
In terms of playstyle Weimar is best played at range, making usage of her Engine Boost consumable and Spotting Aircraft to avoid return fire while dealing continuous damage with HE shells and fires against larger targets, or hitting cruiser broadsides with AP shells for increased penetration damage even if she does not score citadel hits.Pros:
- Improved HE penetration for the main guns permits consistent damage against thicker plated ships even without IFHE
- Heavy torpedo armament for high alpha strikes at short range
- Despite the high reload, the practical dpm of Weimar is high due to good trajectories and HE penetration
- Improved German Hydroacoustic Search
Cons:
- Short main battery range of only 14km
- Worse than average speed and rudder shift time
- Lighter bow plating than Yorck, leaving Weimar prone to overmatch
- Vulnerable to aircraft
Research
Optimal Configuration
Upgrades
The recommended upgrades for Weimar are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Hydroacoustic Search Modification 1
- Slot 3: Aiming Systems Modification 1
- Slot 4: Steering Gears Modification 1 or Propulsion Modification 1
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
★ |
|
|
|
★ |
★ |
2 |
★★ |
|
★★★ |
|
★★★ |
|
3 |
★★ |
|
★★★ |
|
★★★ |
|
4 |
|
|
|
|
★★★ |
|
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Weimar can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Engine Boost
- Slot 4: Spotting Aircraft or Catapult Fighter
Using the Spotting Aircraft over the Catapult Fighter and the Hydroacoustic Search over the Defensive AA Fire consumable is recommended.
Camouflage
As a premium ship, Weimar comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
Signals
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★ |
|
|
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★ |
★ |
|
|
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★★ |
★★ |
|
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery