Yorck
Revision as of 04:48, 6 August 2016 Yorck recently received a major buff, adjusting cons and performance sections to reflect that. | Revision as of 18:39, 18 October 2016 Re-wrote Performance section. Added Commander Skills, Research, Camouflage, History, Historical Gallery, and Upgrades sections. | |||
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|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
? | The first heavy cruiser of the German line, | + | The first heavy cruiser of the German line, ''Yorck'' is a radical change from her predecessors at Tiers V and VI... so much so that she is often a badly maligned and misunderstood ship. | |
? | + | New ''Yorck'' captains will immediately notice the change in the main battery. ''[[Königsberg]]'' and ''[[Nürnberg]]'' both sport nine 150mm guns; ''Yorck''’s battery is comprised of eight 210mm rifles. She fires twice as slowly as ''Nürnberg'' as well, which requires some adjustment. Her 210mm shells, however, have greatly improved damage performance over the 150mm ones of her predecessors, particularly the high explosive shells. Indeed, ''Yorck'' has the best HE shell performance of the entire German cruiser line with a base damage of 2900 points and a 12% fire chance. | ||
? | + | |||
+ | One of the habits that new ''Yorck'' captains must break early is the habit of firing armor piercing rounds at long ranges. The ballistic performance of her AP shells drops off sharply at ranges past 10km; so sharply, in fact, that even landing shells on targets beyond such range is extremely challenging. Inside of 10km, the AP shell performance is much more reliable and they can be used to punish broadside cruisers and battleships as veterans of ''Königsberg'' and ''Nürnberg'' would expect. Outside that range, ''Yorck'' captains will find themselves firing primarily HE rounds for most of a match, which is a very significant change from the habits they learned at Tiers V and VI. Additionally, ''Yorck''’s armor is somewhat better than ''Nürnberg'', as befitting her heavy cruiser status. She is still prone to citadel hits when broadside, but is the first German cruiser to feature the turtleback armor scheme that makes them more difficult to citadel at medium and close range (particularly when well-angled against incoming fire). | |||
+ | ||||
+ | In her stock configuration, ''Yorck'' finds herself with a default firing range equal to or longer than that of her American, British, and Japanese contemporaries (''[[Pensacola]], [[Fiji]]'' and ''[[Myoko]]'', respectively). Only the Russian ''[[Shchors]]'' can come close to matching her 17.3km range when fully upgraded. Her anti-aircraft suite is solid if unremarkable; her quick rudder shift, small turning circle, and compact overall length combine to make her a difficult target for enemy bomber aircraft. | |||
+ | ||||
+ | On the whole, ''Yorck'' is one of the better Tier VII cruisers available for captains who are willing to take the time to learn to adapt their play style to the ship and not attempt to force the ship into a play style it is ill suited for. | |||
|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. --> | |||
* Unrivaled range for a cruiser at her tier. | * Unrivaled range for a cruiser at her tier. | |||
? | * | + | * Excellent handling characteristics; relatively fast rudder shift and small turning radius. | |
* Good damage on AP shells. | * Good damage on AP shells. | |||
? | + | * Improved armor and German turtleback armor scheme give her a modicum of additional survivability. | ||
? | * Improved armor. | + | * Fast reload time for a heavy cruiser (12 seconds). | |
? | * Fast | + | * Has reasonable concealment. | |
? | * Has | + | * Has access to the German [[Ship:Consumables#Hydroacoustic_Search|Hydroacoustic Search]] consumable. | |
|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. --> | |||
? | ||||
* Fairly slow turret traverse. | * Fairly slow turret traverse. | |||
* Armor, despite being improved, still cannot take much punishment and sometimes HE shells will deal more damage than expected. | * Armor, despite being improved, still cannot take much punishment and sometimes HE shells will deal more damage than expected. | |||
? | * | + | * Smaller health pool than ''[[Pensacola]]'', but somewhat more forgiving thanks to better concealment. | |
+ | * Anti-aircraft suite is sufficient, but unremarkable. | |||
+ | ||||
+ | |Research=<!-- write text about priority sequence of research below --> | |||
+ | Given the range advantage that stock ''Yorck'' already enjoys, Hull (B) is the best place to invest initial experience gains. The extra health will improve her survivability greatly. | |||
+ | ||||
+ | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
+ | ||||
+ | |Upgrades=<!-- write text about best upgrades below --> | |||
+ | Main Armaments Modification 1 is the easy — and recommended — choice for [[Ship:Upgrades#Tier_I.2B_Equipment_.28Slot_1.29|Upgrade Slot 1]]. [[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Upgrade Slot 2]] offers three interesting choices: Aiming Systems Modification 1, AA Guns Modification 2, or Main Battery Modification 2 (which, when combined with [[Crew_(WoWS)#2nd_Row_Skills|Expert Marksman]] drops her turret traverse under 27 seconds for 180 degree turn time). Ultimately this is captain's choice, but Main Battery Modification 2 is recommended so that ''Yorck'' can keep her guns on target while actively maneuvering. Propulsion Modification 1 is recommended in [[Ship:Upgrades#Tier_III.2B_Equipment_.28Slot_4.29|Upgrade Slot 4]]; ''Yorck''’s engine is sometimes vulnerable to incoming HE fire. Either Propulsion Modification 2 or Steering Gears Modification 2 are good choices in [[Ship:Upgrades#Tier_VI.2B_Equipment_.28Slot_5.29|Upgrade Slot 5]]. | |||
+ | ||||
+ | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
+ | Of all the cruisers in the German line, ''Yorck'' will benefit most from Demolition Expert at Tier 4 given how frequently she will find herself firing HE shells. Expert Marksman is a must at Tier 2, and Concealment Expert is highly recommended at Tier 5. | |||
+ | ||||
+ | {{Commander Skills | |||
+ | | Expert Loader=1 | |||
+ | | Basic Firing Training=3 | |||
+ | | Basics of Survivability=2 | |||
+ | | Expert Rear Gunner= | |||
+ | ||||
+ | | Expert Marksman=3 | |||
+ | | Torpedo Armament Expertise= | |||
+ | | Fire Prevention=2 | |||
+ | | Incoming Fire Alert=2 | |||
+ | | Last Stand=1 | |||
+ | ||||
+ | | Torpedo Acceleration= | |||
+ | | High Alert=3 | |||
+ | | Vigilance=1 | |||
+ | | Dogfighting Expert = | |||
+ | | Superintendent=3 | |||
+ | ||||
+ | | Demolition Expert=3 | |||
+ | | Advanced Firing Training=2 | |||
+ | | Survivability Expert=1 | |||
+ | | Aircraft Servicing Expert= | |||
+ | | Manual Fire Control for AA Armament=1 | |||
+ | ||||
+ | | Last Chance=1 | |||
+ | | Manual Fire Control for Secondary Armament= | |||
+ | | Preventative Maintenance=2 | |||
+ | | Concealment Expert=3 | |||
+ | | Air Supremacy= | |||
+ | | Jack of All Trades=2 | |||
+ | }} | |||
+ | ||||
+ | |Consumables=<!-- write text about selection of Consumables below --> | |||
+ | ||||
+ | ||||
+ | |Camouflage=<!-- write text about useful camouflage below --> | |||
+ | [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells. | |||
+ | ||||
+ | Players who wish to spend doubloons can equip ''Yorck'' with [[Ship:Camouflage#Permanent_Camouflage|Type 17 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 --> | |||
+ | ||||
+ | |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> | |||
? | + | </gallery> | ||
? | + | |History=<!-- write text below --> | ||
+ | ''Yorck'' is derived from a series of conceptual sketches that eventually led to the ''Deutschland''-class panzerschiffes of the Kriegsmarine. | |||
|HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery> | |HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery> | |||
+ | File:I-10_cruiser_2.jpg|''Yorck'' is derived from the proposed design of "Entwurf I/10". | |||
+ | </gallery> | |||
? | + | |Video=<!-- put below video clips with using template VideoYT. You can use html-tags for formatting. --> | ||
|Ref= <!-- write below --> | |Ref= <!-- write below --> | |||
}}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> | }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> |
Revision as of 18:39, 18 October 2016
IDS_PGGM027_210MM45_SK_L454 х 2 pcs. |
Rate of Fire5 shots/min. |
Reload Time12 sec. |
Rotation Speed5.2 deg./sec. |
180 Degree Turn Time34.62 sec. |
Firing Range15.75 km. |
Maximum Dispersion141 m. |
HE Shell210 mm Spr.Gr. L/4.3 |
Maximum HE Shell Damage2,900 |
Chance of Fire on Target Caused by HE Shell12 % |
Initial HE Shell Velocity900 m./s. |
HE Shell Weight113.5 kg. |
AP Shell210 mm P.Spr.Gr. L/4.1 |
Maximum AP Shell Damage5,600 |
Initial AP Shell Velocity900 m./s. |
AP Shell Weight113.5 kg. |
88 mm/76 SK C/32 on a Dop. L. C/32 mount4 х 2 pcs. |
Firing Range6.3 km. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
HE Shell88 mm Spr.Gr. |
Maximum HE Shell Damage1,000 |
Initial HE Shell Velocity950 m./s. |
Chance of Fire on Target Caused by HE Shell4 % |
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. |
88 mm/76 SK C/32 on a Dop. L. C/32 mount4 х 2 pcs. |
. . . Average Damage per Second32.4 |
. . . Firing Range3.99 km. |
20 mm/65 C/38 on an L/30 single mount8 х 1 pcs. |
. . . Average Damage per Second24 |
. . . 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 twin mount6 х 2 pcs. |
. . . Average Damage per Second25.2 |
. . . Firing Range2.01 km. |
20 mm/65 C/38 on an L/30 single mount2 х 1 pcs. |
. . . Average Damage per Second6 |
. . . Firing Range2.01 km. |
Maximum Speed32 knot |
Turning Circle Radius650 m. |
Rudder Shift Time11.4 sec. |
Surface Detectability Range13.44 km. |
Air Detectability Range5.93 km. |
Yorck — German Tier VII cruiser.
Under the terms of the Treaty of Versailles, Germany was permitted to retain six aging battleships of the Deutschland and Braunschweig classes. Upon reaching their designated age limits, these vessels could be replaced with ships weighing no more than 10,000 tons in displacement. In the 1920s, the heads of the Navy initiated extensive research into future ships to replace the old battleships. Several variants were proposed, including a design resembling the "Washington" cruisers. This particular project envisioned the use of eight 8-inch guns. The project was never implemented, but its further development led to the emergence of "pocket battleships."
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 | 260,000 |
Compatible Upgrades
Slot 1 |
|||||
---|---|---|---|---|---|
Slot 2 |
|||||
Slot 3 |
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Slot 4 |
Player Opinion
Performance
The first heavy cruiser of the German line, Yorck is a radical change from her predecessors at Tiers V and VI... so much so that she is often a badly maligned and misunderstood ship.
New Yorck captains will immediately notice the change in the main battery. Königsberg and Nürnberg both sport nine 150mm guns; Yorck’s battery is comprised of eight 210mm rifles. She fires twice as slowly as Nürnberg as well, which requires some adjustment. Her 210mm shells, however, have greatly improved damage performance over the 150mm ones of her predecessors, particularly the high explosive shells. Indeed, Yorck has the best HE shell performance of the entire German cruiser line with a base damage of 2900 points and a 12% fire chance.
One of the habits that new Yorck captains must break early is the habit of firing armor piercing rounds at long ranges. The ballistic performance of her AP shells drops off sharply at ranges past 10km; so sharply, in fact, that even landing shells on targets beyond such range is extremely challenging. Inside of 10km, the AP shell performance is much more reliable and they can be used to punish broadside cruisers and battleships as veterans of Königsberg and Nürnberg would expect. Outside that range, Yorck captains will find themselves firing primarily HE rounds for most of a match, which is a very significant change from the habits they learned at Tiers V and VI. Additionally, Yorck’s armor is somewhat better than Nürnberg, as befitting her heavy cruiser status. She is still prone to citadel hits when broadside, but is the first German cruiser to feature the turtleback armor scheme that makes them more difficult to citadel at medium and close range (particularly when well-angled against incoming fire).
In her stock configuration, Yorck finds herself with a default firing range equal to or longer than that of her American, British, and Japanese contemporaries (Pensacola, Fiji and Myoko, respectively). Only the Russian Shchors can come close to matching her 17.3km range when fully upgraded. Her anti-aircraft suite is solid if unremarkable; her quick rudder shift, small turning circle, and compact overall length combine to make her a difficult target for enemy bomber aircraft.
On the whole, Yorck is one of the better Tier VII cruisers available for captains who are willing to take the time to learn to adapt their play style to the ship and not attempt to force the ship into a play style it is ill suited for.Pros:
- Unrivaled range for a cruiser at her tier.
- Excellent handling characteristics; relatively fast rudder shift and small turning radius.
- Good damage on AP shells.
- Improved armor and German turtleback armor scheme give her a modicum of additional survivability.
- Fast reload time for a heavy cruiser (12 seconds).
- Has reasonable concealment.
- Has access to the German Hydroacoustic Search consumable.
Cons:
- Fairly slow turret traverse.
- Armor, despite being improved, still cannot take much punishment and sometimes HE shells will deal more damage than expected.
- Smaller health pool than Pensacola, but somewhat more forgiving thanks to better concealment.
- Anti-aircraft suite is sufficient, but unremarkable.
Research
Optimal Configuration
Upgrades
Main Armaments Modification 1 is the easy — and recommended — choice for Upgrade Slot 1. Upgrade Slot 2 offers three interesting choices: Aiming Systems Modification 1, AA Guns Modification 2, or Main Battery Modification 2 (which, when combined with Expert Marksman drops her turret traverse under 27 seconds for 180 degree turn time). Ultimately this is captain's choice, but Main Battery Modification 2 is recommended so that Yorck can keep her guns on target while actively maneuvering. Propulsion Modification 1 is recommended in Upgrade Slot 4; Yorck’s engine is sometimes vulnerable to incoming HE fire. Either Propulsion Modification 2 or Steering Gears Modification 2 are good choices in Upgrade Slot 5.
Commander Skills
Of all the cruisers in the German line, Yorck will benefit most from Demolition Expert at Tier 4 given how frequently she will find herself firing HE shells. Expert Marksman is a must at Tier 2, and Concealment Expert is highly recommended at Tier 5.
Recommended Commander Skills | ||||||||
---|---|---|---|---|---|---|---|---|
Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
|
★★ |
★ |
|
|
|
★★ |
|
2 |
★★★ |
★★ |
★★★ |
|
|
|
|
★ |
3 |
★★ |
★ |
|
|
★★★ |
★★★ |
★★★ |
★ |
4 |
|
★★ |
|
|
★★ |
|
|
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
Players who wish to spend doubloons can equip Yorck with Type 17 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.Gallery
Historical Info
Historical Gallery