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Supertest: British Tier V Cruiser Hawkins

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The Royal Navy Heavy Cruiser line that is now under development will start at tier V and by such, after the Danae, you will have the choice between the Emerald and the Hawkins. I just hope that the second choice will be less painful to play than the first one…

Historically speaking, HMS Hawkins was the lead ship of the Hawkins-class of heavy cruisers from the Royal Navy. The ship was launched in October 1917 and commissioned in July 1919.

During the inter-war period wasn’t really fascinating. She was decommissioned and then recommissioned 2 times to finally be sent to reserve in 1935. Due to the London Naval Treaty in 1937, the ship was demilitarized and turned into a Cadets’ training ship.
When World War II broke out, she was rearmed and recommissioned. She had a very active service, serving both in the Atlantic and the Indian Ocean. Her last Operation was Operation Neptune during which she provided support during the landing on Utah Beach.

She was finally be sent to reserve in 1945 and, after serving as a target ship will be scrapped in 1947.

3D Preview

o74gu3d32or31.jpg

Modules

 

Hull
Engine
Gun Fire Control System
Main battery
Torpedoes

Hawkins (A)

Propulsion: 60 000 hp

Mk V mod. 1

190 mm/45 BL Mk VI

533 mm Mk VII

Hawkins (B)

Mk V mod. 2

Characteristics

Stock ship

GeneralMain BatterySecondariesTorpedo TubesAir DefenseConsumables
TierV
Health27 800 HP
Main Armament
Maximum Firing Range12.650 km
190 mm/45 BL Mk VI7 x 1 190 mm
Secondary Armament
Maximum Firing Range4.500 km
102 mm/45 Mk V4 x 1 102 mm
Torpedo Armament
Maximum Firing Range7.000 km
533 mm DR Mk II2 x 2 533 mm
Maximum speed30 kt
Turning Circle Radius640 m
Rudder Shift Time12.8 s
Surface Detectability12.6 km
Air Detectability6.36 km
Detectability After Firing Main Gus in Smoke6.91 km

7 x 1 190 mm/45 BL Mk VI
 Reloading Time13 s
180 Degree Turn Time18.0 s
Optimal firing angles at the front30° for 4 guns
45° for 5 guns
64° for 6 guns
Optimal firing angles at the rear20° for 4 guns
52° for 6 guns
Sigma2.00 sigma
Maximum Dispersion117 m
Shells
Type of Projectile HE – 190 mm HE 200 fn.
Alpha Damage2 650 HP
Damage1 030 HP
Penetration capacity 33 mm
Explosion size0.77
Fire chance13 %
Projectile Speed844 m/s
Air Drag0.445
Projectile Mass90.7
Type of ProjectileAP – 190 mm AP 200 fn.
Alpha Damage4 050 HP
Chance to Cause Fire-0.5 %
Projectile Speed844 m/s
Air Drag0.445
Projectile Mass90.7
Projectile Krupp2 400
Projectile Detonator0.033 s
Detonator threshold32 mm

4 x 1 102 mm/45 Mk V
Reloading Time3.0 s
Sigma1.00 sigma
Shells
Type of ProjectileHE – 102 mm HE 35 lb
Alpha Damage1 500 HP
Damage310 HP
HE penetration16 mm
Explosion Size0.3
Chance to Cause Fire6 %
Projectile Speed811 m/s
Air Drag0.33
Projectile Mass15.88
2 x 2 533 mm DR Mk II
533 mm Mk VII
Reloading Time53 s
Maximum Distance7.0 km
Optimal firing angles at the front30°
Optimal firing angles at the rear30°
Damage15 733
Speed59 kt
Surface Detectability1.2 km

4 x 1 102 mm/45 Mk V
Sector range0.1 km – 4.0 km
Hit chance90 %
Sector’s damage7
Sector’s damage frequency0.29 s
Sector’s damage per second25
Flak clouds number1
Flak cloud damage910
4 x 1 40 mm/39 QF Mark II 
Sector range0.1 km – 2.5 km
Hit chance90 %
Sector’s damage20
Sector’s damage frequency0.29 s
Sector’s damage per second70
4 x 1 7.7 mm Lewis
Sector range0.1 km – 1.5 km
Hit chance85 %
Sector’s damage7
Sector’s damage frequency0.29 s
Sector’s damage per second25
Slot 1
Slot 2
Slot 3
Damage Control Party I
Work time: 5 s
Cooldown: 90 s
Repair Party I
Number of charges: 2
Work time: 28 s
Cooldown: 120 s
HP regeneration speed: 0.5% 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
Damage Control Party II
Work time: 5 s
Cooldown: 60 s
Repair Party II
Number of charges: 3
Work time: 28 s
Cooldown: 80 s
HP regeneration speed: 0.5% 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

Fully upgraded

GeneralMain BatterySecondariesTorpedo TubesAir DefenseConsumables
TierV
Health32 200 HP
Main Armament
Maximum Firing Range13.915 km
190 mm/45 BL Mk VI7 x 1 190 mm
Secondary Armament
Maximum Firing Range4.500 km
102 mm/45 QF Mk XIX4 x 2 102 mm
Torpedo Armament
Maximum Firing Range7.000 km
533 mm DR Mk II2 x 2 533 mm
Maximum speed30 kt
Turning Circle Radius640 m
Rudder Shift Time9.1 s
Surface Detectability12.6 km
Air Detectability6.36 km
Detectability After Firing Main Gus in Smoke6.91 km

7 x 1 190 mm/45 BL Mk VI
 Reloading Time13 s
180 Degree Turn Time18.0 s
Optimal firing angles at the front30° for 4 guns
45° for 5 guns
64° for 6 guns
Optimal firing angles at the rear20° for 4 guns
52° for 6 guns
Sigma2.00 sigma
Maximum Dispersion129 m
Shells
Type of Projectile HE – 190 mm HE 200 fn.
Alpha Damage2 650 HP
Damage1 030 HP
Penetration capacity 33 mm
Explosion size0.77
Fire chance13 %
Projectile Speed844 m/s
Air Drag0.445
Projectile Mass90.7
Type of ProjectileAP – 190 mm AP 200 fn.
Alpha Damage4 050 HP
Chance to Cause Fire-0.5 %
Projectile Speed844 m/s
Air Drag0.445
Projectile Mass90.7
Projectile Krupp2 400
Projectile Detonator0.033 s
Detonator threshold32 mm

4 x 2 102 mm/45 QF Mk XIX
Reloading Time3.0 s
Sigma1.00 sigma
Shells
Type of ProjectileHE – 102 mm HE 35 lb
Alpha Damage1 500 HP
Damage310 HP
HE penetration16 mm
Explosion Size0.3
Chance to Cause Fire6 %
Projectile Speed811 m/s
Air Drag0.33
Projectile Mass15.88
2 x 2 533 mm DR Mk II
533 mm Mk VII
Reloading Time53 s
Maximum Distance7.0 km
Optimal firing angles at the front30°
Optimal firing angles at the rear30°
Damage15 733
Speed59 kt
Surface Detectability1.2 km

4 x 2 102 mm/45 QF Mk XIX
Sector range0.1 km – 5.8 km
Hit chance90 %
Sector’s damage17
Sector’s damage frequency0.29 s
Sector’s damage per second60
Flak clouds number2
Flak cloud damage1 050
4 x 4 40 mm Vickers 2-pdr. Mk VII
Sector range0.1 km – 2.5 km
Hit chance90 %
Sector’s damage36
Sector’s damage frequency0.29 s
Sector’s damage per second126
4 x 4 12.7 mm Mk III
Sector range0.1 km – 1.5 km
Hit chance85 %
Sector’s damage6
Sector’s damage frequency0.29 s
Sector’s damage per second21
Slot 1
Slot 2
Slot 3
Damage Control Party I
Work time: 5 s
Cooldown: 90 s
Repair Party I
Number of charges: 2
Work time: 28 s
Cooldown: 120 s
HP regeneration speed: 0.5% 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
Damage Control Party II
Work time: 5 s
Cooldown: 60 s
Repair Party II
Number of charges: 3
Work time: 28 s
Cooldown: 80 s
HP regeneration speed: 0.5% 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

The armor

Capture.JPG

The Hawkins has… a quite interesting armor scheme. It is well armored if angled but once you start trying to bring more than 4 guns to bear… you are asking to die.

The bow section

bow1.JPG

The bow of the Hawkins is fairly well protected. The upper part is 13 mm thick meaning that 203 mm AP shells and up will overmatch it. However, she has an extended belt that reaches the end of the bow and that is 37 mm thick. This will allow the ship to angle even against battleship and to be able to bounce shells.

bow2.JPG

The casemate that protects the middle section is a single plate of 13 mm. The citadel of the ship is further back so it could actually help against shells going through the bow as they could potentially detonate before.

The middle section

mid1.JPG

The ship is surprisingly well-armored for a cruiser. The deck is 16 mm thick so for that, nothing special. However, the upper belt and the side armor under the first turret are 51 mm thick. For the main belt which is the citadel, it is 64 mm thick on the extremities and the middle part is 76 mm thick. When angled, this is a really good armor for a cruiser. Once you start giving broadside to use the rear turrets… it’s another story. It’s not like at high tier with big caliber AP that will overpenetrate soft targets. At low tier, the shells are slower which means that the shells will have in general plenty of time to detonate inside the ship, especially on a heavy cruiser.

mid2.JPG

At the front and at the rear, the citadel’s athwartships are only 16 mm thick and the same goes for the citadel deck under the front guns.

If anything passes the external armor, don’t expect it to stop on these. The shell will just go through like it was butter.

mid3.JPG

For the biggest part of the citadel deck, it is 38 mm thick. AP bombs will just go through that without issue. The same goes for AP shells if they have the angle aaaaaand… also HE shells and bombs.

mid4.JPG

It turns out that her citadel deck is partially exposed (here in orange) so HE shells and bombs will cause citadel damage if they have enough penetration.

mid5.JPG

For the last part of the citadel deck, it is 25 mm thick and is prolonged by an armored deck inside the stern that will protect the 16 mm athwartship.

The stern section

stern1.JPG

The stern is even more protected than the bow. There is still the 13 mm plating but this time, the large extended belt is covered by 57 mm of armor. Once again, stay angled against AP shells and that ship will definitely hold her ground against battleships.

The superstructure

supers.JPG

The superstructure spreads across the whole ship and is 10 mm thick.

The turrets

turrets.JPG

The gunshields on the Hawkins are 25 mm thick. You can get ready for HE shells from cruisers jamming the turrets on this ship. Then again, I still have to find a gunshield that provides decent protection.

Personal Opinion

I’m for now quite scared of this ship. The ballistic with the huge air drag will be a pain to work with, the firing angles are simply bad and while the ship has a good armor when she is angled, if you want to use all guns, you are asking to die.

For now, I really hope that this is not a bigger Emerald but it looks like it…

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