World of Warships – First Look: Tier X Premium Italian Cruiser Napoli

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Here’s our First Look at Tier X Premium Italian (super)cruiser Napoli. There are some really interesting – and, if I’m honest, bizarre – design choices being made for Napoli right now. At the moment, her stealth is her defining characteristic; she out-spots nearly all of the traditional heavy cruisers at Tier X (Zao excepted). Armed with 10″ guns, crazy good stealth, and her exhaust smoke, she has the makings of an interesting ambusher. Let’s dive in and learn more.

FROM WARGAMING:
Hit points – 59,200. Plating – 25 mm.

Main battery – 3х3 254 mm. Firing range – 16.3 km.
Maximum HE shell damage – 3,450. Chance to cause fire – 16%. HE initial velocity – 954 m/s. Maximum AP shell damage – 6,150. AP initial velocity – 945 m/s. Reload time – 17 s. 180 degree turn time – 25.7 s. Maximum dispersion – 145 m. Sigma value – 2.05.

Torpedo tubes – 2х4 533 mm. Maximum damage – 13,900. Range – 13.5 km. Speed – 56 kt. Reload time – 95 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.1 km.

Secondary armament:
6×2 90.0 mm, firing range – 7.3 km.
Maximum SAP shell damage – 2000. SAP initial velocity – 860 m/s. SAP shell armor penetration capacity – 26 mm.

4×3 152.0 mm, firing range – 7.3 km.
Maximum SAP shell damage – 3850. SAP initial velocity – 950 m/s. SAP shell armor penetration capacity – 42 mm.

AA defense – 9×4 37.0 mm, 10×6 20 mm, 6×2 90 mm range.

AA defense short-range: continuous damage per second – 130, hit probability – 85 %, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second – 305, hit probability – 90 %, action zone 0.1-3.5 km;
AA defense long-range: continuous damage per second – 102, hit probability – 90 %, action zone 0.1-4.6 km;

Number of explosions in a salvo – 5, damage within an explosion – 1,400, action zone 3.5 – 4.6 km.

Maximum speed – 35.5 kt. Turning circle radius – 750 m. Rudder shift time – 12.5 s. Surface detectability – 13.1 km. Air detectability – 9.7 km. Detectability after firing main guns in smoke – 8.8 km.

Available consumables:
Slot 1 – Damage Control Party
Slot 2 – Exhaust Smoke Generator
Slot 3 – Fighter
Slot 4 – Repair Party

All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

– http://warships.us/searaptor00

#WorldOfWarships

31 Comments:

  1. Hello how you have the ships in work in progress ?

  2. Here’s hoping the 90mm SAP comes to the main tech tree.
    (Probably not, but a guy can dream)

  3. Prinz Eugen has turning radius of 770 m.

  4. Since this is a tier 10 do we know how it will be made available? Coal, steel, research bureau?

  5. Cruiser killer when there arnt any crisiers anymore lol
    Sec are great but you cannot make sec better anymore or could be a great sec cruiser.
    Hopefully they will fix the cruiser tech tree and make sec available at least for super CA.
    Smoke fighters heal. Like Flonda just the basics.
    My guess this will be RB ship.

  6. KUSOL-Pongsakorn Namsrinirund

    WoWs: Produced brawling cruiser
    Also WoWs: NERF ALL SECONDARIES

    This require some bi braing comprehension

  7. 16km main battery range isn’t THAT bad considering her concealment. Yet, that Range/Concealment is definitely in the bottom half of the battlecruiser margin. I am really anticipating playing her. Is she going to be a Coal or a Free xp ship?

  8. She’s gotta be a Coal ship, right? How about a concensus Warshippers? Let’s do a poll…

  9. A small mistake. Hindenburg has German HE not standard HE aka kind of low dmg, but great rate of fire and best HE pin, plus decent fire chance.

  10. On one hand, I hope she gets SAP instead of HE because Italian gimmick. On the other hand, BC SAP with that accuracy would suck to go against.

  11. Liked and sharing on the site! Solid work as always my friend!

  12. I have a spreadsheet I try to maintain that carries all of the major in-game port stats for the various ships. It allows me to sort and make quick comparisons (and has formulas baked in for DPM and torpedo reaction time and that sort of thing). Some of the data I pull can be found at 3rd party sites like gamemodels3d.com. They are able to show datamined info that isn’t displayed in port, such as torpedo flood chance, ricochet angles on shells, and more.

  13. Because the HE on Hindenburg has 1/4 HE pen, the HE from Hindenburg will penetrate 51 mm of armor. This will allow the Hindenburg to pen the 40 mm deck, but not pen the 60 mm upper belt.

  14. This ship looks super amazing.You have low concealment so you can push further than a German ship would. When you get spotted, you just smoke, turn invisible and keep pushing. Eventually, you get in secondary range and you’re still invisible but shooting both sides with accurate secondaries with good penetration. Then, you get really close, so you just launch torpedoes. You also get fighters if carriers focus you (which they will since you tend to push). Kinda wish it also had Defensive AA Fire however because I’m going to use the slot 6 AA/secondary module and Defensive AA Fire gives additional flak with that. It’s overall still a really fun concept.

  15. Definitely some confusing design decisions here. I don’t like the 25mm plating at all; Napoli is going to get punched in the face hard by every BB in her MM spread. Don’t feel good about kiting because of that vertical plate shot trap below X turret. Everything about the guns sounds quite good save for the range; curious what the Krupp will be on the AP. If they end up like the tech tree CAs the AP will punch below its weight. SAP secondaries on a cruiser feel kinda pointless, since you can’t do much to improve them; would rather see them on the BBs. Lack of utility is in line with the tech tree, so not really a surprise there. Italians seem to be made to straight up deal damage and that’s about it.

    I am starting to wonder – given some of the recent releases and some odd design choices on those ships – if WG has started designing premiums with special captains in mind. I mean, Sansonetti is practically a must for Napoli; get a kill and magically her range is improved to something more comfortable. I can work with 16.3km range, but 18km base would be so much more comfortable.

  16. The tier 5 Kirov has the same 16.3 km range, plus it has a spotter plane lol

  17. lul stealth torp boat build

  18. ToughAncientSpark

    @12:01 Looks like a battleship from that angle.

  19. The concealment is so good I would probably go propulsion and steering gears mod 2 instead of concealment. With a commander thats still 11.4 concealment which is enough for such a heavily armored cruiser. With the range mod on the guns it should be pretty good as an open water cruiser.

  20. WG: Nerfs fun secondary build Agir
    Also WG: Makes Brawling-SAP secondaries focused Italian supercruiser

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