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Community Giveaway


Commanders!
As you may already know, this update has seen submarines surface menacingly in Co-op and Ranked Battles. To celebrate the occasion, we’re holding a special giveaway with guaranteed prizes!
How to enter:
  1. Click here
  2. Click the "Like" button
  3. Leave a comment, and that's it!

https://steamcommunity.com/sharedfiles/filedetails/?id=2574029649
Rules:
  • Any comments that break the discussion rules may be deleted or excluded.
  • The comment thread will be locked on August 18. Prizes will be awarded within a week.
Prizes:
  • All participants get 1x Lucky container.

We wish you good luck and following seas!

The Rotterdam Dockyard: Construction of De Zeven Provinciёn

In Update 0.10.7, you will be able to start building a new Dutch cruiser—De Zeven Provinciën.

VIII De Zeven Provinciën is the lead ship of her series. She was laid down before the outbreak of World War II and completed in the 1950s under a revised project. De Zeven Provinciën was acquired by Peru in the second half of the 20th century, and it was only in September 2017 that the last ship of this series was decommissioned. The ships of this class were the last artillery cruisers in service.

VIII De Zeven Provinciën is armed with eight dual-purpose 152 mm guns housed in four turrets. The ship is equipped with the Repair Party and Engine Boost consumables, as well as the Airstrike armament. The ship's guns have a medium firing range and high rate of fire. She is able to quickly change flanks and take up advantageous positions thanks to her Engine Boost consumable.

[previewyoutube][/previewyoutube]
[h2]
Rules of the Event
[/h2]
  • The construction process at the Dockyard comprises 24 phases.
  • These shipbuilding phases can be progressed through by completing Dockyard combat missions, or by spending 1,500 Doubloons to pass through each phase.
  • If you want to complete shipbuilding phases at a discount, you can purchase Starter Packs: nine shipbuilding phases in exchange for 8,950 Doubloons and three shipbuilding phases in exchange for 3,950 Doubloons.
  • The Dockyard combat missions span two updates—0.10.7 and 0.10.8. You will be able to complete shipbuilding phases in exchange for Doubloons until the end of Update 0.10.9.
  • In total, you can progress through 21 out of 24 shipbuilding phases by completing Dockyard combat missions.
  • Completing shipbuilding phases will reward you with a container with a Tier V Premium ship, Steel, Coal, Free XP, Elite Commander XP, days of Premium Account, Distant Voyages containers, and other rewards.
  • Upon completing the 24th shipbuilding phase, you'll receive VIII De Zeven Provinciën in the War Paint camouflage, a Commander with 10 skill points, a Port slot, and a commemorative flag.
    If you complete the construction of VIII De Zeven Provinciën by spending Doubloons, make sure to keep progressing through the Dockyard combat missions—completing each phase will bring you 250 Steel.


[expand] [/expand]
[h2]
Rewards
[/h2]
By progressing through the combat mission groups, you can complete 21 out of 24 shipbuilding phases and obtain the corresponding rewards at the Dockyard.

By finishing the first two combat mission groups, you can complete up to six shipbuilding phases and obtain the following rewards:
  • 10x Flying Dutchman camouflages
  • 2x Gift containers
  • 1 day of Premium Account
  • 1x Distant Voyages container that can drop one of 236 permanent camouflages; Summer, World of Warships Anniversary, or Cartographic expendable camouflages; or special signals.

Finishing five out of seven combat mission groups will progress you through up to 15 shipbuilding phases and reward you with:
  • 15x Flying Dutchman camouflages
  • 2x Gift containers
  • 4 days of Premium Account
  • 10,000 Free XP
  • 10x each of the following special signals: Wyvern, Dragon, Scylla, Leviathan, and Hydra
  • 1x Distant Voyages container
  • 1x Premium Ship V container

Completing all the combat mission groups will progress you through 21 shipbuilding phases and reward you with:
  • 15x Flying Dutchman camouflages
  • 2x Gift containers
  • 4 days of Premium Account
  • 10,000 Free XP
  • 10x each of the following special signals: Ouroboros, Wyvern, Dragon, Scylla, Leviathan, Hydra, Basilisk, and Red Dragon
  • 50,000 Elite Commander XP
  • 4x Distant Voyages containers
  • 1x Premium Ship V container

[h2]
Combat Missions
[/h2]
The new game event tasks you with completing 63 combat missions spread across seven groups. The first group will become available with the release of Update 0.10.7, while those that follow will be unlocked on a weekly basis.

Completing each of the groups will progress you through three shipbuilding phases—two for accomplishing missions and one for finishing the group.

    The Dockyard combat missions will remain available until the release of Update 0.10.9. Detailed information about the mission completion criteria can be found in the game client.


[h2]
Completing Construction of the Ship
[/h2]
In order to complete phases 22–24, in addition to progressing through all the combat mission groups, you'll need to spend Doubloons to finish any three shipbuilding phases.
  • The reward for completing the 22nd shipbuilding phase is 10,000 Coal.
  • The 23rd phase—1,000 Steel.
  • Upon completing the 24th shipbuilding phase, you'll receive VIII De Zeven Provinciën in the War Paint camouflage, a Port slot, a Commander with 10 skill points, and a commemorative flag.

If you want to complete shipbuilding phases at a discount, two Starter Packs are available to purchase:
  • Nine shipbuilding phases for 8,950 Doubloons
  • Three shipbuilding phases for 3,950 Doubloons

However, these packs will only be available to purchase prior to the point in time when you complete three shipbuilding phases by finishing combat missions. Once you've purchased both Starter Packs or completed three shipbuilding phases by finishing combat missions, you'll be able to purchase further phases individually for 1,500 Doubloons each.

[expand] [/expand]

Update 0.10.7: Submarines in Ranked Battles


Please note that the servers will be temporarily unavailable due to the release of an update. The schedule is available below.
Maintenance times are tentative and subject to change. Please accept our apologies for any inconveniences.

12.08.2021 05:00—08:00 UTC+8

2021-08-11 21:00—23:59 UTC

11.08.2021 05:00—10:00 MSK (UTC+3)

2021-08-11 02:00—07:00 UTC

12.08.2021 07:00—10:00 CEST (UTC+2)

2021-08-12 05:00—08:00 UTC

11.08.2021 03:00 AM—06:00 AM PT (UTC–7)

2021-08-11 10:00—13:00 UTC

The new update will go live some time after it's been downloaded because the client and server sides are updated separately. While the client begins to update immediately, it takes time for the servers to be updated across all regions.

If there are problems with downloading or launching the update—please perform files integrity check.
steam://validate/552990

Subtitles can be enabled in the video player separately.
[previewyoutube][/previewyoutube]
The following new features await you in Update 0.10.7:
  • Submarines in Ranked and Co-op Battles.
  • The Rotterdam Dockyard prepared and ready for the construction of VIII De Zeven Provinciën.
  • Ongoing Early Access to Dutch cruisers.
  • A new season of Clan Battles.
  • Changes to Commander skills.

Read on for more details about these and other changes!

    If you read through this article carefully, you'll find a gift! Share the article with your friends and Clanmates so they can arm themselves with all the essential info for this update!

[h2]
Submarines in Ranked Battles
[/h2]


Ranked Battles Season 4 kicks off 1 week after the update hits the Live Servers.

In addition to the traditional four ship types, a new type—submarines—is joining the fight for Ranked glory in the new season.

Submarines have made quite a journey, having gone through six open and a gazillion closed tests since they were first announced back in 2019. Adding a totally new type of ship to World of Warships requires extended testing by a wide and stable audience in Random Battles. Testing them on a standalone server or in a special game mode would simply not give us a broad enough picture.

However, we don't want to allow submarines to "surface" in the main type of battle directly—it's essential that we ensure they are properly tested first. To perform the test, we've settled on Ranked Battles as the most suitable and closest equivalent of Random Battles. The new Ranked season starts a week after the update goes live, but submarines will be accessible immediately after the release of Update 0.10.7. Co-op Battles will give you an opportunity to try the subs out in a more relaxed environment and get prepared for the new Ranked season.

[expand] [/expand]
[h2]Season features[/h2]
  • A maximum of two submarines is allowed per team.
  • To prevent long queues from forming in the matchmaker, submarines will be rented out free of charge through random bundles from the Armory.
  • Commanders will receive a fifth skill tree for submarines, and some of the skills of other ship types will receive additional effects that are designed to counter submarines.

You'll also find a revamped interface in the Port, and there are updated rules for the season:
  • Ranked Battles statistics will be displayed in the profile summary. Distribution by league starts from Season 4. Statistics for previous seasons, broken down by leagues, will not be available.
  • After qualifying, you can continue playing in the next league without having to wait for the start of a new Sprint. If you make it to Rank 1 in the Bronze League and successfully qualify, you can continue playing in the Silver League within the same Sprint.

[h2]Format[/h2]
  • 7 vs. 7
  • Tier VI in the Bronze League
  • Tier VIII in the Silver League
  • Tier X in the Gold League

Like in the previous season, battles will be split into six Sprints. The first Sprint runs for 1 week, and each subsequent one runs for 2 weeks. Each new Sprint starts immediately after the end of the previous one.

[h2]Rewards[/h2]
    More details about the new season of Ranked Battles and submarines are available in a dedicated article.


[h2]
Dockyard
[/h2]


We invite you to build VIII De Zeven Provinciën at the Rotterdam Dockyard! The ship is armed with eight dual-purpose 152 mm guns housed in four turrets. De Zeven Provinciën has access to the Repair Party and Engine Boost consumables, and she is equipped with the Airstrike armament. The ship's guns have a medium firing range and high rate of fire.

[expand] [/expand]
The rules of the new Dockyard are similar to those of the previous ones:
  • The construction process at the Dockyard comprises 24 phases.
  • You can advance through these by completing Dockyard combat missions or spending 1,500 Doubloons on each phase.
  • If you want to progress through shipbuilding phases at a discount, you can purchase Starter Packs: nine shipbuilding phases in exchange for 8,950 Doubloons, or three phases in exchange for 3,950 Doubloons.
  • The Dockyard combat missions span two updates—0.10.7 and 0.10.8. You can complete shipbuilding phases in exchange for Doubloons until the end of Update 0.10.9.
  • In total, you can progress through 21 out of 24 shipbuilding phases by completing Dockyard combat missions.
  • Completing shipbuilding phases will reward you with a container that drops a Tier V Premium ship, as well as Coal, Steel, Free XP, Elite Commander XP, days of Premium Account, Distant Voyages containers, and other rewards.
  • Upon completing the 24th shipbuilding phase, you'll receive VIII De Zeven Provinciën in the War Paint camouflage, a Commander with 10 skill points, a Port slot, and a commemorative flag.

If you complete the construction of VIII De Zeven Provinciën by spending Doubloons, make sure to keep progressing through the Dockyard combat missions—completing each phase will bring you 250 Steel.

[h2]
Dutch Cruisers in Early Access
[/h2]


Early Access to our new ship branch is ongoing! To mark the occasion, we've added a whole chain of combat missions.

The first chain will become available 1 week after the update goes live, while those that follow will be unlocked each subsequent week.

Completing the combat missions will bring you the following rewards:
  • Unique Dutch Commander Klaas Janssen with the following enhanced skills:
    • For destroyers, cruisers, and battleships—Demolition Expert: +1.5% to the chances of setting a target on fire when hitting it with HE shells (by default: +1%).
    • For cruisers and battleships—Focus Fire Training: +35% to AA damage in the priority sector (by default: +25%).
  • The "Dutch Cruisers: Part 2" commemorative flag.
    The Dutch Tier IV, VI, VIII, and IX cruisers that hit the seas in Early Access with the release of Update 0.10.6 will be available in random and sequentially available bundles in the Armory. When Update 0.10.8 goes live, Dutch Tier I–X cruisers will become available for all players to research.


[h2]
Clan Battles
[/h2]


Update 0.10.7 kicks off the Fourteenth Season of Clan Battles. You can expect to play Tier VI ships in a 7 vs. 7 format.
Starts: Wed. 18 Aug. 18:00 CEST (UTC+2) Ends: Mon. 04 Oct. 22:00 CEST (UTC+2)

  • CIS 16:00 — 20:00 UTC
  • EU 17:00 — 21:00 UTC
  • NA 23:30 — 03:30 UTC
  • ASIA 11:30 — 15:30 UTC

[h3]Restrictions:[/h3]
  • No more than two aircraft carriers or battleships (or a combination of both) per team in total.
  • No more than three mercenaries per Division.
  • VI Admiral Graf Spee and VI HSF Admiral Graf Spee will not be accessible in Clan Battles.

As the season rolls on, additional restrictions on the number of specific ships per team may be added.

    More details about the new season of Clan Battles are available in a dedicated article.


[h2]
Changes to Commander Skills
[/h2]


Since the latest Commander skills update, we've taken a close look at the extensive feedback we received from you and compiled statistics related to those changes. We've made some balance tweaks, as well as improved or replaced unpopular skills. Some skills have received additional effects that are intended to counter submarines.

[h2]Battleship skills[/h2]
[h3][h3]One skill point[/h3][/h3]
[h3]Pyrotechnician[/h3]
  • The skill has been renamed "Demolition Expert."
  • Bonus added: +15% to the fragmentation damage area of the main battery and secondary battery shells, as well as HE rockets and bombs, when firing at submarines.

[h3][h3]Two skill points[/h3][/h3]
[h3]Consumables Enhancements[/h3]
  • This skill has been replaced with the "Brisk" skill, which provides the ship a 10% speed increase while she remains undetected.

[h3]Vigilance[/h3]
  • Bonus added: +7% to the ship's torpedo protection.

[h3]AA Gunner[/h3]
  • The skill has been renamed "AA Defense and ASW Expert."
  • Bonus added: +10% to damage inflicted by depth charges.

[h3][h3]Three skill points[/h3][/h3]
Added a new skill called "Improved Repair Party Readiness" that replaces the "Enhanced Anti-Torpedo Protection" skill:
  • Activated effect: –0.8% to the reload time of the Repair Party consumable each time your ship receives potential damage equal to 100% of the ship's base HP.

[h3]AA Gun Aiming Expert[/h3]
  • The skill has been renamed "Focus Fire Training."
  • Bonus added: –10% to the reload time of the Airstrike armament (including the Airstrike with anti-submarine defense aircraft).

[h3][h3]Four skill points[/h3][/h3]
Added a new skill called "Furious" that replaces the "Brisk" skill:
  • Activated effect: –5% to the reload time of main battery guns and +5% to the dispersion of shells fired by enemies attacking your ship for each active fire on board.

[h3]Improved Secondary Battery Aiming[/h3]
  • The skill has been renamed "Manual Secondary Battery Aiming."
  • Added the following permanent bonuses:
    • −10% to the reload time of the secondary battery.
    • −10% to the dispersion of secondary battery shells.
  • We've reworked the mechanics for the bonus that gets applied to the maximum dispersion of secondary battery shells fired at a priority target:
    • Activated effect: a gradual increase in secondary gun accuracy at a priority target when secondary battery guns are firing continuously. The maximum bonus to fire accuracy provided by the activated effect equals +50%. This can be achieved if the secondary battery has been continuously firing for 45 seconds.
  • The accuracy bonus gradually decreases if the secondary guns haven't fired for 15 seconds.
  • When the priority target is changed, the accuracy bonus provided by the activated effect instantly drops down to 75% of the accumulated accuracy.

[h3]Close Quarters Expert[/h3]
  • Bonus removed: –10% to the secondary battery reload time.

[h2]Cruiser skills[/h2]
[h3][h3]Two skill points[/h3][/h3]
[h3]Pyrotechnician[/h3]
  • The skill has been renamed "Demolition Expert."
  • Bonus added: +15% to the fragmentation damage area of the main battery and secondary battery shells, as well as HE rockets and bombs, when firing at submarines.

[h3]AA Gun Aiming Expert[/h3]
  • The skill has been renamed "Focus Fire Training."
  • Bonus added: –10% to the reload time of the Airstrike armament (including an airstrike using anti-submarine defense aircraft).

[h3][h3]Four skill points[/h3][/h3]
[h3]Outnumbered[/h3]
  • The bonus to the main battery accuracy and ship speed is now activated if the number of visible enemy ships is equal or greater than the number of allies within the firing range of your ship's main guns. The bonus will also apply when there are no enemies or allies within your ship's main battery firing range.

[h3]AA Gunner[/h3]
  • The skill has been renamed "AA Defense and ASW Expert."
  • Bonus added: +15% to damage inflicted by depth charges.

[h2]Destroyer skills[/h2]
[h3][h3]Two skill points[/h3][/h3]
[h3]Pyrotechnician[/h3]
  • Bonus added: +15% to the damage-inflicting area of main and secondary battery shells when firing at submarines.

[h3]Extra-Heavy AP Shells[/h3]
  • The skill has been renamed "Extra-Heavy Ammunition."
  • Bonus added: +10% to damage inflicted by depth charges.

[h2]Aircraft carrier skills[/h2]
[h3][h3]Four skill points[/h3][/h3]
[h3]Hidden Menace[/h3]
  • Bonus added: –50% to the height at which aircraft return to a carrier after an attack or upon pressing the F key. Squadrons will now soar up to a height where they are invulnerable to AA fire faster.

[h3]Demolition Expert[/h3]
  • The skill has been renamed "Pyrotechnician."
    Due to the arrival of submarines in Ranked Battles and the changes to Commander skills, you will be able to reset Commander skills and demount upgrades free of charge during Update 0.10.7.


[h3]Got a large collection of Commanders and want to reset all their skills at once?[/h3]
Starting from August 12, after Update 0.10.7 is released for all regions, you'll find a link to a special page where you can enable the option to automatically reset all your Commanders' skills for free.

[h2]
Armory
[/h2]


When the update goes live, a large post-war destroyer— X Ragnar—will join the fleet of available ships in the Armory. The destroyer is equipped with far-reaching artillery comprising four 152 mm guns housed in two turrets. Ragnar can boast of having a large HP pool and strong AA defenses but lacks torpedo armament. The ship has access to the Repair Party and Surveillance Radar consumables. She also has the Emergency Engine Power consumable at her disposal, which boosts her speed by 30%. Ragnar will be available for 27,000 Steel.

The Flying Fish permanent camouflage for X Franklin D. Roosevelt is now available in exchange for 3 Clan Tokens.
    With the release of Update 0.10.8, III Katori will no longer be available for Community Tokens. However, you will still be able to get the ship for Doubloons.


[h2]
Return of Missouri
[/h2]


Our special event that commemorates the end of World War II launches on August 27. During the event, IX Missouri will appear in random bundles that can be obtained in exchange for Doubloons.

IX Missouri was our first experience of creating a Tier IX Premium ship, and during her adjustment, the ship received excessively high Credit profitability compared to other Premium Tier IX ships. The existence of a large number of ships with such high profitability negatively affects the game economy. Furthermore, it was often excessive profitability rather than the ship’s specifications and gameplay that became the determining factor for players deciding to helm Missouri into battle more often than they would perhaps otherwise prefer.

At the same time, IX Missouri is a renowned historical ship, and we would like more players to have the opportunity to add the ship to their collections. In the forthcoming update, Missouri's base economic capabilities will be brought into line with other Tier IX Premium ships.

Players who already own the ship at the moment Update 0.10.7 goes live will, on average, earn the same number of Credits as before—a permanent combat mission will apply an economic bonus to all battles played at the helm of IX Missouri.

To mark the event, we're launching the Pacific War campaign on our website. You'll advance through it from the perspectives of those who sailed through flooding and flame in the grandest naval encounters of World War II. More details will follow in a dedicated article.

To celebrate the event, we've also added:
  • A "Festive" permanent camouflage for IX Missouri.
  • "The Show-Me State," "Mighty Mo," "The Rebirth of American Sea Power," "17 Years of Active Service," and "Strength for Freedom" patches.
  • USS Missouri commemorative flag.
  • Commanders Neil Chesters, Brian Northcape, Fernand Lacroix, Frederik van Hendriks, Tomokazu Satomi, Aleksey Statsenko, John Duncan Morefield, and Yuen Xuanzhou.
    Details of the event and info about how to grab the new content will be announced later.


[h2]
Content Additions and Changes
[/h2]


We've added destroyer IX Groningen to the Dutch Tech Tree. She belongs to the same series as IX Friesland and both ships have identical characteristics. The new ship will be available for 1,000,000 Free XP in the Tech Tree. Alternatively, you can grab her for 19,300 Doubloons in the Armory.

Until the end of Update 0.10.7, all owners of IX Friesland will be able to replace the ship with IX Groningen free of charge in the "Inventory" section. More info on how to exchange the ships will be available in the game client.

We've added the following commemorative flags: Her Majesty's Naval Toaster, Brazilian Imperial Flag, and Submarine Warfare Insignia.

Premium Ship II-IV containers have been added.

The following ships have been added for testing by developers, supertesters, and community contributors: III Von der Tann, IV Moltke, V Derfflinger, VI Mackensen, VII Prinz Heinrich, VIII Zieten, IX Prinz Rupprecht, X Schlieffen, X Incomparable, and VI Karl von Schönberg.

[h2]Legend of the Galactic Heroes: Die Neue These[/h2]
The following content has been added to the game to mark our collaboration with Legend of the Galactic Heroes: Die Neue These
  • Free Planets Alliance and Galactic Empire expendable camouflages.
  • Hyperion permanent camouflage for VIII Baltimore, Triglav permanent camouflage for VIII Kansas, Brünhild permanent camouflage for VIII August von Parseval, and Barbarossa permanent camouflage for VIII Z-23.
  • Star Fleet, Reinhard Fleet, and Kircheis Fleet patches.
  • Legend of the Galactic Heroes container.
  • Commanders Reinhard von Lohengramm, Siegfried Kircheis, Dusty Attemborough, Frederica Greenhill, and Yang Wen-li, each with a unique voiceover.
    Details on how to get this new content will be announced later.


[h2]
Other Changes and Improvements
[/h2]
  • Several ships in a single bundle can now be previewed in the Armory.
  • The amount of RAM consumed by the game client has been reduced.
  • We've updated the videos in the Access Levels section.
  • The shape of the coastline and seabed on the Shards, Trap, New Dawn, and Tears of the Desert maps has been reworked. Ships will now be less likely to get stuck near the coast.
  • Remaining Premium Account time is now shown in real time.
  • Fixed an issue that caused instances of fire on the bow of IX Johan de Witt's researchable hull to last for 30 seconds instead of the standard 60 seconds.
  • The "Battle!" button will no longer remain blocked at the start of a new Ranked Sprint.
  • Fixed an issue that removed the alternative color schemes for the permanent camouflages of VII Yukon and IX Tashkent.
  • Fixed the incorrect positioning of the camera in the Binocular view when all guns of a ship have been incapacitated.
  • Fixed an issue that made it impossible for the guns mounted in the stern of VIII Constellation to fire in certain positions.
  • Other Improvements and Changes. For a complete list, please refer to Player Support.
    Thank you for being an attentive reader! Click "Collect Your Gift" to claim
[h3]Asia[/h3]
[h3]CIS(Ru)[/h3]
[h3]EU[/h3]
[h3]NA[/h3]
You can claim the gift before: Sun. 05 Sep. 15:00 CEST (UTC+2)

Submarines in Ranked and Co-op Battles

Submarines have made quite a journey, going through six open and a gazillion closed tests since they were first announced back in 2019. Adding a totally new type of ship to World of Warships requires extended testing by a wide and stable audience in Random Battles. Testing them on a standalone server or in a special game mode would simply not give us a broad enough picture.

However, we don’t want submarines to "surface" in the most populated type of battle just yet. It's essential that we ensure they are properly tested first. To perform the test, we've settled on Ranked Battles as the most suitable and closest equivalent of Random Battles. The new Ranked season kicks off a week after the update goes live, but submarines will be accessible immediately after the release of Update 0.10.7. Co-op Battles will give you an opportunity to try the subs out in a more relaxed environment and get prepared for the new Ranked season.

[previewyoutube][/previewyoutube]
[h2]
Starting Out in a Sub
[/h2]
When Update 0.10.7 goes live and until the end of Ranked Battles Season 4, the Armory will feature three types of random bundles available free of charge. Each of them will drop four sets with 100 Coal and one set with two submarines that will be rented out to you for three days. Offering submarines in this way will help us keep an eye on how many of them are out on our seas and prevent extended queue times.
    The bundles will be updated each week. This means that you can open them again each week to get Coal and the rental submarines.


Helm submarines in Co-op Battles and mow down bots—these battles offer a great opportunity to try out the mechanics that make the new ship type stand out. When the waters start raging with the heat of Ranked Battles, you'll already be familiar enough with submarines to test your strategies against real players. The season commences 1 week after Update 0.10.7 hits the live servers.

[expand] [/expand]
[h2]
Ranked Battles Season
[/h2]
[h3]Forthcoming changes:[/h3]
  • Ranked Battles statistics will be displayed in the profile summary. Distribution by league starts from the Fourth Season. Statistics for previous seasons, broken down by leagues, will not be available.
  • After qualifying, you can continue to play in the next league without having to wait for the start of a new Sprint. If you make it to Rank 1 in the Bronze League and successfully qualify, you can continue playing in the Silver League within the same Sprint.

[h2]Rewards[/h2]
The rewards for each league will be refreshed and available again at the start of each new Sprint.

Reaching Rank 1 will reward you with Bronze, Silver, and Gold League containers.

A commemorative flag is awarded for achieving Rank 1 in the Bronze League.

[h2]Rules[/h2]
[h3]Format[/h3]
7 vs. 7 (with a maximum of two submarines per team)
  • Tier VI in the Bronze League
  • Tier VIII in the Silver League
  • Tier X in the Gold League

[h3]Game maps and modes[/h3]
Map
League
Battle Tiers
Strait
Bronze
VI
New Dawn
Bronze
VI
Fault Line
Bronze
VI
Neighbors
Bronze
VI
Tears of the Desert
Silver
VIII
Mountain Range
Silver
VIII
Islands of Ice
Silver
VIII
Shards
Silver
VIII
Northern Lights
Gold
X
Sea of Fortune
Gold
X
Trap
Gold
X
Loop
Gold
X

[expand] [/expand]
    Battles on the Neighbors map will utilize Epicenter mode. Battles on other maps will utilize Domination mode.


[h2]Season structure[/h2]
The season is divided into six Sprints. The first Sprint runs for 1 week, and each subsequent one runs for 2 weeks. Each new Sprint starts immediately after the end of the previous one.

[h2]
Submarines: Strike in Swift Silence
[/h2]
Submarines are fragile and sneaky hunters. The diving depth of a submarine affects her detectability, viewing range, and interactions with other ship types and submarines. Maneuver, change your submergence depth, hide from your enemies, and surprise them with stealth attacks. Keep the enemy guessing and on their toes!

Submarines have small HP pools, so stick to the flanks and attack your opponents while you are submerged. Change position often, try to enlist the support of your teammates, and dive deeper when you find yourself in immediate danger.

Cruisers and destroyers are the primary targets for submarines during the beginning and middle stages of a battle. These ship types keep submarines in check and prevent them from breaking through to the sluggish battleships.

[h2]Controls[/h2]
  • The W, A, S, and D keys control horizontal movement.
  • Press F to ascend.
  • Press C to dive.
  • 1—sonar pings.
  • 2—torpedoes.

[h2]
Surfaced and submerged
[/h2]
Submarines have four submergence levels: surface, periscope depth, operating depth, and maximum depth.

[expand] [/expand]
The amount of time that a submarine can operate at levels other than the surface level is limited by her dive capacity, varies by submarine, and does not exceed 10 minutes. If a submarine is detected while at the periscope depth or underwater, her dive capacity depletes faster.

When her dive capacity runs out, a submarine will automatically surface. On the surface, her dive capacity can be gradually restored.

Shells, ship and aerial torpedoes, bombs, and rockets pose a threat to submarines that are on the surface or at the periscope depth.

The deeper a submarines dives, the harder she is to detect—her detectability for enemy ships decreases as she descends into the depths.

Each submergence level needs to be used in a specific situation, and it's important to take the penalties and bonuses of each level into account.
  • The surface level is the riskiest, but you don't spend any dive capacity while on the surface. Capturing Key Areas is only possible while on the surface.
  • At the periscope depth, submarines can move at full speed and become less visible. Descend to this level to assume an attack position quickly without being noticed.
  • At the operating depth, submarines have much lower visibility, but enemy ships are also harder to detect. This position is the best to attack a target you’ve already detected.
  • In case of immediate danger, dive to the maximum depth. Once there, your submarine can't be detected by other ships. This comes at a price—at this level, your sub can detect only other submarines sailing at operating and maximum depths within your guaranteed acquisition radius.

The higher the tier of a submarine, the faster she can sail while submerged. Like a shark, the sub gradually takes to hunting at her operating depth as effectively as on the surface.

[h2]
Acoustic homing torpedoes
[/h2]
Submarines' primary armament is acoustic homing torpedoes. The sonar pings mechanic will help you increase the potential effectiveness of your torpedo salvos. By hitting an enemy ship with a sonar ping, you activate horizontal and vertical acoustic homing on that ship. Torpedoes can ascend from the depths and home in on an enemy only with the help of an active sonar ping effect.
  • You can launch torpedoes and sonar pings from any depth. When underwater, you can emit sonar pings in any direction—even at targets above or below your submarine.
  • Aim at an enemy ship, take a lead on the target, and click the left mouse button.
  • Hitting a target with a sonar ping highlights a section on its hull that torpedoes will home in on. The pinged part of the target ship will also be highlighted for the player controlling that ship. Moreover, the targeted ship will see an indicator showing the approximate direction the ping came from.
  • Hitting the highlighted part of the ship with another sonar ping extends the duration of the sonar ping's effect and increases damage inflicted by torpedoes.
  • The effect of a successful ping hit remains active for up to 30 seconds, depending on the specific submarine. Hitting the highlighted part of a ship with another sonar ping will reset its action time.
  • If a sonar ping hits part of a ship that isn't highlighted, the spot from the previous sonar ping hit will relocate to the new area and the active effect will continue working.
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If you attack a ship from afar, keep emitting sonar pings to maintain their effect while your torpedoes are traveling to their target. Bear in mind, though, that guiding your torpedo to its target with the help of sonar pings doesn't guarantee a hit.
  • The target will know the approximate direction from which torpedoes will approach it.
  • The target ship can remove the highlighting effect from its hull by using the Damage Control Party consumable. You won't be able to highlight it again while Damage Control Party is in operation.
  • Upon approaching to a certain distance of the target, torpedo homing gets disabled, and it will travel straight ahead. If the enemy changes speed or course at the right time, your torpedo might miss it.

Emitting a sonar ping makes your submarine more visible, so be sure to consider this factor if the enemy is nearby.

Torpedo tubes mounted on submarines do not necessarily reload simultaneously like they do on surface ships. The number of torpedoes that can be reloaded simultaneously depends on how many loaders are available. Torpedo tubes located at the bow and stern can have different numbers of loaders assigned to them.

To counter hostile subs, make use of the Hydrophone—a consumable designed to detect submerged submarines over long ranges.

[h2]
Nation-specific features
[/h2]
[h3]U.S.A.[/h3]
[expand]
U.S. submarines have the following key features:
  • Long-range torpedoes.
  • Small number of loaders.
  • High sonar ping velocity.
  • Good maneuverability.
  • Access to the Enhanced Rudder Gears consumable, which accelerates the diving plane shift time and makes it possible to change diving depth faster.

Submarines of this nation can attack targets from a long distance using multiple-torpedo salvos. However, if you fire all your torpedoes at once, the total reload time will be rather long due to the small number of available loaders.
[/expand]
[h3]Germany[/h3]
[expand]
Key features of German submarines:
  • Short-range torpedoes.
  • Large number of loaders, which provides for high damage per minute.
  • Access to the Hydrophone consumable with a longer action range and time.
  • Access to the Reserve Battery Unit consumable, which temporarily stops dive capacity depletion.

German submarines are a good choice for a risky style of combat at close to medium ranges. You can deal high damage by unleashing a full torpedo salvo, then deliver another painful punch after a relatively short time. After an attack, these submarines can sneak away from enemy radar and lurk around at their maximum depth for a long time.
[/expand]
[h2]
Playing against submarines
[/h2]
Many destroyers and some light cruisers carry depth charges that can hit submarines prowling about in the depths. Approach the approximate location of the submarine and release your depth charges using the G key.



Some battleships can call in anti-submarine defense aircraft.  You can choose this armament type by pressing 4. The camera rises and the reticle allows you to select an area within a 10 to 12 km radius from the ship. A group of aircraft will arrive and drop depth charges in this area shortly after being called.



In addition to depth charges and anti-submarine defense aircraft, high-explosive shells, Surveillance Radar, and Hydroacoustic Search will come in handy when fighting against submarines.
  • A submarine on the surface and at periscope depth can be hit with shells, ship- and airborne torpedoes, bombs, and rockets, as well as by ramming.
  • All shells can inflict damage to a submarine even when they don't directly strike the sub but fall within her vicinity. High-explosive shells, however, are the most effective shell type to deploy against submarines thanks to the shell's large fragmentation damage area.
  • Depth charges and anti-submarine defense aircraft have several charges that are reloaded in sequence.  This armament can be activated several times in a row.
  • If your ship is hit by a sonar ping, the hit sector will be highlighted, and an indicator will show the direction from which the ping was launched. This will help you identify the location of the attacking submarine. Change course constantly to make it all the more difficult for the enemy to hit you.
  • If you're hit by a sonar ping, you can remove its effect by using the Damage Control Party consumable. Incoming torpedoes will cease to home in on your ship but will continue to run straight, so don’t stop maneuvering!
  • Surveillance Radar detects submarines on the surface and at the periscope depth; Hydroacoustic Search detects them at all depth levels except maximum depth. Detection increases the rate at which a submarine’s dive capacity depletes.
  • A submarine can spend only a limited amount of time underwater—it will have to surface sooner or later. If you can detect a submerged submarine, it will consume its dive capacity faster.
    This is almost everything you need to know about the key principles of operating and countering submarines in the game. Good luck in your Ranked Battles, Commanders!

How It Works: Economics – Credits and XP Modifiers

In this new episode, we're going to tell you how to increase the amount of XP and Credits you earn per battle.

How does winning a battle affect the amount of resources earned? What modifiers provide economic bonuses? How does Premium Account increase the amount of Credits and XP earned?

For the answers to these and other questions, watch the new episode of the most useful series on our channel!
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