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Yorck

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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.
Line 5:Line 5:
  
 |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 Yorck presents a radical change in how you would behave in a cruiser of this nation as she 'slows down' after Nurnberg in terms of handling. Apart from having eight 210mm guns in four dual mount turrets, the armor enables you to take a bit more punishment than your predecessors although you are still prone to being heavily damaged by citadel hits or just solid hits outright. At stock, you will find yourself with a default range just a half kilometer short of your fellow tier 7 colleague Pensacola and several kilometers shorter than your other colleague Myoko's effective range and a measly AA suite but once you are fully kitted, you have an improved AA suite and practically the most unrivaled range at your tier at 17.3km. In a recent buff, the Yorck's turret rotation speed was increased, and her previously poor AP shell velocity was increased to an above average 900 m/s.+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.
  
?|Research=<!-- write text about priority sequence of research below -->+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.
?For most, it is wise to upgrade the hull for improved handling and AA suite but if the already reasonable range does not suit your liking, you can upgrade it first then the hull.+ 
 +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.
?* Reasonable handling.+* Excellent handling characteristics; relatively fast rudder shift and small turning radius.
 * Good damage on AP shells. * Good damage on AP shells.
?* Relatively fast rudder shift.+* 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 load time on a heavy cruiser at 12 seconds.+* Has reasonable concealment.
?* Has a reasonable concealment.+* 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. -->
?* Dispersion is questionable. 
 * 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.
?* Worse survivability than Pensacola in terms of HP but more forgiving thanks to the concealment.+* 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=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery>+</gallery>
  
?</gallery>|History=<!-- write text below -->+|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>
  
?</gallery>|Video=<!-- put below video clips with using template VideoYT. You can use html-tags for formatting. -->+|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

Yorck
Yorck_wows_main.jpg
Cruiser | Germany | Tier VII
Tech Tree Position
Nürnberg
Arrow_down.png
Yorck_icon_small.png
Arrow_down.png
Admiral Hipper
stock
 top
General
Research price70500 exp
Purchase price5,650,000 Credits
Hit Points27,200 
Main Battery
IDS_PGGM027_210MM45_SK_L454 х 2 pcs.
Rate of Fireshots/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.
Secondary Armament #1
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 Timesec.
HE Shell88 mm Spr.Gr. 
Maximum HE Shell Damage1,000 
Initial HE Shell Velocity950 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
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 Rangekm.
AA Defense
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 Second
. . . Firing Range2.01 km.
Maneuverability
Maximum Speed32 knot
Turning Circle Radius650 m.
Rudder Shift Time11.4 sec.
Concealment
Surface Detectability Range13.44 km.
Air Detectability Range5.93 km.
Battle Levels
12345678910
Wows_anno_flag_germany.png
VII
Ship_PGSC107_Yorck.png
5,650,000

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

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)
210 mm/45 SK L/45 in a turret534.61412,900125,600 0410,000
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)
Yorck (A)27,200131804410/6/6/44 0630,000
Yorck (B)32,60013180444/8/4/6/44 21,5001,800,000
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)
G7a T10.9687.213,700646 0260,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
FKS Typ 7 Mod. 10 0380,000
FKS Typ 7 Mod. 20 14,0001,100,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 80,000 hp32 0330,000

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
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1

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

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.

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.

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


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U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • III AL AvroraDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VII Lazo BDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk B • X SmolenskDoubloons • X SevastopolDoubloons • X Kommissar •  Novosibirsk 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín