World of Warships

Supertest: British Tier IX Cruiser Drake

The Drake is where we start seeing big guns for the British cruisers. During 1939 and 1940, Winston Churchill asked for cruisers that would be able to take down heavy cruisers built under the restrictions of the Washington Naval Treaty. These ships were meant to carry 234 mm guns while having the armor to resist 203 mm shells. The designs saw quite a few variations with either 9 or 12 guns in triple or even quadruple turrets.

In the end, the designs were abandoned, partially due to the cost that such a ship would require.

The weird thing with Drake is that she is using older 113 mm gun turrets than the Albemarle.

u0rh9fa62or31.jpg

Modules
Hull
Engine
Gun Fire Control System
Main battery
Torpedoes

Drake (A)

Propulsion: 102 000 hp

Mk IX mod. 1

234 mm/50 Mk XII

533 mm Mk IXM

Drake (B)

Mk IX mod. 2

Characteristics

Stock ship

GeneralMain BatterySecondariesTorpedo TubesAir DefenseConsumables
Tier IX
Health 40 100 HP
Displacement 15 500 tons
Main Armament
Maximum Firing Range 14.450 km
234 mm/50 Mk XII 3 x 3 234 mm
Secondary Armament
Maximum Firing Range 5.000 km
113 mm/45 Mk IV 6 x 2 113 mm
Torpedo Armament
Maximum Firing Range 10.000 km
533 mm QR Mk IV 2 x 4 533 mm
Maximum speed 33.3 kt
Turning Circle Radius 760 m
Rudder Shift Time 15.5 s
Surface Detectability 12.24 km
Air Detectability 8.11 km
Detectability After Firing Main Gus in Smoke 7.6 km

3 x 3 234 mm/50 Mk XII
 Reloading Time 15 s
180 Degree Turn Time 18.0 s
Optimal firing angles at the front 40°
Optimal firing angles at the rear 35°
Sigma 2.05 sigma
Maximum Dispersion 130 m
Shells
Type of Projectile  HE – 234 mm HE 6 CRH
Alpha Damage 3 350 HP
Damage 1 820 HP
Penetration capacity  38 mm
Explosion size 1.12
Fire chance 21 %
Projectile Speed 881 m/s
Air Drag 0.279
Projectile Mass 172.4
Type of Projectile AP – 234 mm AP 6 CRH
Alpha Damage 5 550 HP
Chance to Cause Fire -0.5 %
Projectile Speed 881 m/s
Air Drag 0.279
Projectile Mass 172.4
Projectile Krupp 2 400
Projectile Detonator 0.033 s
Detonator threshold 39 mm

6 x 2 113 mm/45 Mk IV
Reloading Time 5.0 s
Sigma 1.00 sigma
Shells
Type of Projectile HE – 113 mm HE Mk XVI
Alpha Damage 1 600 HP
Damage 410 HP
HE penetration 18 mm
Explosion Size 0.36
Chance to Cause Fire 7 %
Projectile Speed 746 m/s
Air Drag 0.33
Projectile Mass 25
2 x 4 533 mm QR Mk II
533 mm Mk IX**
Reloading Time 96 s
Maximum Distance 10.0 km
Optimal firing angles at the front 40°
Optimal firing angles at the rear 60°
Damage 16 767
Speed 62 kt
Surface Detectability 1.3 km

6 x 2 113 mm/45 Mk IV
Sector range 0.1 km – 5.8 km
Hit chance 90 %
Sector’s damage 33
Sector’s damage frequency 0.29 s
Sector’s damage per second 116
Flak clouds number 5
Flak cloud damage 1 540
4 x 8 40 mm Vickers 2-pdr. Mk VIII
4 x 4 40 mm/39 QF Mk VII
Sector range 0.1 km – 2.5 km
Hit chance 90 %
Sector’s damage 69
Sector’s damage frequency 0.29 s
Sector’s damage per second 242
12 x 1 20 mm Oerlikon Mk IV 
Sector range 0.1 km – 2.0 km
Hit chance 85 %
Sector’s damage 27
Sector’s damage frequency 0.29 s
Sector’s damage per second 95
Slot 1
Slot 2
Slot 3
Slot 4
Damage Control Party I
Work time: 5 s
Cooldown: 90 s
Repair Party I
Number of charges: 1
Work time: 20 s
Cooldown: 120 s
HP regeneration speed: 2% HP/s
Hydroacoustic Search I
Number of charges: 2
Work time: 180 s
Cooldown: 180 s
Torpedo detection range: 3.0 km
Ship detection range: 3.0 km
Spotting Aircraft I
Number of charges: 3
Work time: 100 s
Cooldown: 360 s
Bonus: +20% maximum firing range
Damage Control Party II
Work time: 5 s
Cooldown: 60 s
Repair Party II
Number of charges: 2
Work time: 20 s
Cooldown: 80 s
HP regeneration speed: 2% HP/s
Hydroacoustic Search II
Number of charges: 3
Work time: 180 s
Cooldown: 120 s
Torpedo detection range: 3.0 km
Ship detection range: 3.0 km
Spotting Aircraft II
Number of charges: 4
Work time: 100 s
Cooldown: 240 s
Bonus: +20% maximum firing range

Fully upgraded

GeneralMain BatterySecondariesTorpedo TubesAir DefenseConsumables
Tier IX
Health 46 800 HP
Displacement 19 600 tons
Main Armament
Maximum Firing Range 15.895 km
234 mm/50 Mk XII 3 x 3 234 mm
Secondary Armament
Maximum Firing Range 5.000 km
113 mm/45 Mk IV 6 x 2 113 mm
Torpedo Armament
Maximum Firing Range 10.000 km
533 mm QR Mk IV 2 x 4 533 mm
Maximum speed 33.3 kt
Turning Circle Radius 760 m
Rudder Shift Time 11.0 s
Surface Detectability 12.24 km
Air Detectability 8.11 km
Detectability After Firing Main Gus in Smoke 7.6 km

3 x 3 234 mm/50 Mk XII
 Reloading Time 15 s
180 Degree Turn Time 18.0 s
Optimal firing angles at the front 40°
Optimal firing angles at the rear 35°
Sigma 2.05 sigma
Maximum Dispersion 143 m
Shells
Type of Projectile  HE – 234 mm HE 6 CRH
Alpha Damage 3 350 HP
Damage 1 820 HP
Penetration capacity  38 mm
Explosion size 1.12
Fire chance 21 %
Projectile Speed 881 m/s
Air Drag 0.279
Projectile Mass 172.4
Type of Projectile AP – 234 mm AP 6 CRH
Alpha Damage 5 550 HP
Chance to Cause Fire -0.5 %
Projectile Speed 881 m/s
Air Drag 0.279
Projectile Mass 172.4
Projectile Krupp 2 400
Projectile Detonator 0.033 s
Detonator threshold 39 mm

6 x 2 113 mm/45 Mk IV
Reloading Time 5.0 s
Sigma 1.00 sigma
Shells
Type of Projectile HE – 113 mm HE Mk XVI
Alpha Damage 1 600 HP
Damage 410 HP
HE penetration 18 mm
Explosion Size 0.36
Chance to Cause Fire 7 %
Projectile Speed 746 m/s
Air Drag 0.33
Projectile Mass 25
2 x 4 533 mm QR Mk II
533 mm Mk IX**
Reloading Time 96 s
Maximum Distance 10.0 km
Optimal firing angles at the front 40°
Optimal firing angles at the rear 60°
Damage 16 767
Speed 62 kt
Surface Detectability 1.3 km

6 x 2 113 mm/45 Mk IV
Sector range 0.1 km – 5.8 km
Hit chance 90 %
Sector’s damage 33
Sector’s damage frequency 0.29 s
Sector’s damage per second 116
Flak clouds number 5
Flak cloud damage 1 540
4 x 2 40 mm STAAG
4 x 6 40 mm Bofors Mk VI
Sector range 0.1 km – 3.5 km
Hit chance 90 %
Sector’s damage 67
Sector’s damage frequency 0.29 s
Sector’s damage per second 235
12 x 2 20 mm Oerlikon Mk V 
Sector range 0.1 km – 2.0 km
Hit chance 85 %
Sector’s damage 44
Sector’s damage frequency 0.29 s
Sector’s damage per second 154
Slot 1
Slot 2
Slot 3
Slot 4
Damage Control Party I
Work time: 5 s
Cooldown: 90 s
Repair Party I
Number of charges: 1
Work time: 20 s
Cooldown: 120 s
HP regeneration speed: 2% HP/s
Hydroacoustic Search I
Number of charges: 2
Work time: 180 s
Cooldown: 180 s
Torpedo detection range: 3.0 km
Ship detection range: 3.0 km
Spotting Aircraft I
Number of charges: 3
Work time: 100 s
Cooldown: 360 s
Bonus: +20% maximum firing range
Damage Control Party II
Work time: 5 s
Cooldown: 60 s
Repair Party II
Number of charges: 2
Work time: 20 s
Cooldown: 80 s
HP regeneration speed: 2% HP/s
Hydroacoustic Search II
Number of charges: 3
Work time: 180 s
Cooldown: 120 s
Torpedo detection range: 3.0 km
Ship detection range: 3.0 km
Spotting Aircraft II
Number of charges: 4
Work time: 100 s
Cooldown: 240 s
Bonus: +20% maximum firing range

The armor

Capture.JPG

The Drake is taking a big step up compared to the previous ships in terms of armor protection. Say goodbye to exposed citadels, here comes the spaced armor!

The bow section

bow1.JPG

The bow remains the classic tier IX cruiser bow with a 25 mm plating on it.

bow2

Sans titre

bow3

When it comes to the frontal protection of the middle section, the upper casemate is 21 mm thick. For the citadel’s athwartship and the casemates around it, the first part is 177 mm thick and the part deep below the waterline is 19 mm thick. As you can see, for a cruiser, it is very strong protection.

The middle section

mid1.JPG

The middle section is also well armored. While the upper belt is the classic 25 mm armor, the deck is 30 mm thick and the main belt is 177 mm thick. It is among the thickest main belt in the game for cruisers and yet, it’s not alone.

mid2.JPG

mid3.JPG

Behind the main belt, there is the citadel’s side armor which is 37 mm thick and as you can see it is quite narrow, especially below the turrets. If you ever have to shoot at this ship’s broadside, don’t aim for these parts.

mid4.JPG

Now… everything isn’t nice and shiny. While the vertical protection is quite amazing for a cruiser, the horizontal protection is disappointing with a simple 64 mm citadel deck. As you can imagine, it brings no real protection against AP bombs.

The stern section

stern1.JPG

The stern has the classic 25 mm armor except around the steering gears where there is an external 114 mm armor.

stern2.JPG

The protection of the steering gears is completed by a 64 mm armored deck.

stern3.JPG

stern4.JPG

stern5.JPG

The upper casemate is 21 mm thick and for the citadel’s athwartship, it’s the same as at the front. The first part is 177 mm thick and the lower part is 19 mm thick but deep below the waterline.

The superstructure

supers.JPG

The superstructure is 16 mm thick and is fairly big for a cruiser.

The turrets

turrets.JPG

The turrets are both well armored and terribly designed. The face is 229 mm thick but has no slope whatsoever so AP shells will have no issue to penetrate it. The sides are 127 mm thick, the back is 178 mm thick and finally, the roof is 120 mm thick.

When it comes to the barbette, it is 177 mm thick.

Personal opinion

The Drake looks like a very strong cruiser for this tier. Great firepower, good armor, good concealment and on top of that the British improved repair party. The only big black point is the fact that the firing angles are terrible but it isn’t the end of the world.

Also, these triple 234 mm gun turrets are somehow able to make a 180° turn in 18 seconds.

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One comment

  1. “The turrets are both well armored and terribly designed. The face is 229mm thick but has no slope whatsoever so AP shells will have no issue to penetrate it.”

    Not necessarily a bad design. For most ships at long ranges, shells don’t fire in a flat trajectory, they fly downwards in an arc. A shell travelling downwards and hitting a slightly sloped turret is actually hitting a flatter surface. Whereas if it strikes the ‘flat’ face of these turrets it hits the face at a guaranteed angle.

    On the other hand, if the shell trajectory is perfectly flat that tends to suggest that the enemy is close enough to pen them regardless.

    The worst design is actually 10-20deg sloped turrets in the game. These are near flat against incoming shells for most situations.

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