World of Warships

Supertest: British Tier V Cruiser Hawkins

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.

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
Tier V
Health 27 800 HP
Main Armament
Maximum Firing Range 12.650 km
190 mm/45 BL Mk VI 7 x 1 190 mm
Secondary Armament
Maximum Firing Range 4.500 km
102 mm/45 Mk V 4 x 1 102 mm
Torpedo Armament
Maximum Firing Range 7.000 km
533 mm DR Mk II 2 x 2 533 mm
Maximum speed 30 kt
Turning Circle Radius 640 m
Rudder Shift Time 12.8 s
Surface Detectability 12.6 km
Air Detectability 6.36 km
Detectability After Firing Main Gus in Smoke 6.91 km

7 x 1 190 mm/45 BL Mk VI
 Reloading Time 13 s
180 Degree Turn Time 18.0 s
Optimal firing angles at the front 30° for 4 guns
45° for 5 guns
64° for 6 guns
Optimal firing angles at the rear 20° for 4 guns
52° for 6 guns
Sigma 2.00 sigma
Maximum Dispersion 117 m
Shells
Type of Projectile  HE – 190 mm HE 200 fn.
Alpha Damage 2 650 HP
Damage 1 030 HP
Penetration capacity  33 mm
Explosion size 0.77
Fire chance 13 %
Projectile Speed 844 m/s
Air Drag 0.445
Projectile Mass 90.7
Type of Projectile AP – 190 mm AP 200 fn.
Alpha Damage 4 050 HP
Chance to Cause Fire -0.5 %
Projectile Speed 844 m/s
Air Drag 0.445
Projectile Mass 90.7
Projectile Krupp 2 400
Projectile Detonator 0.033 s
Detonator threshold 32 mm

4 x 1 102 mm/45 Mk V
Reloading Time 3.0 s
Sigma 1.00 sigma
Shells
Type of Projectile HE – 102 mm HE 35 lb
Alpha Damage 1 500 HP
Damage 310 HP
HE penetration 16 mm
Explosion Size 0.3
Chance to Cause Fire 6 %
Projectile Speed 811 m/s
Air Drag 0.33
Projectile Mass 15.88
2 x 2 533 mm DR Mk II
533 mm Mk VII
Reloading Time 53 s
Maximum Distance 7.0 km
Optimal firing angles at the front 30°
Optimal firing angles at the rear 30°
Damage 15 733
Speed 59 kt
Surface Detectability 1.2 km

4 x 1 102 mm/45 Mk V
Sector range 0.1 km – 4.0 km
Hit chance 90 %
Sector’s damage 7
Sector’s damage frequency 0.29 s
Sector’s damage per second 25
Flak clouds number 1
Flak cloud damage 910
4 x 1 40 mm/39 QF Mark II 
Sector range 0.1 km – 2.5 km
Hit chance 90 %
Sector’s damage 20
Sector’s damage frequency 0.29 s
Sector’s damage per second 70
4 x 1 7.7 mm Lewis
Sector range 0.1 km – 1.5 km
Hit chance 85 %
Sector’s damage 7
Sector’s damage frequency 0.29 s
Sector’s damage per second 25
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
Tier V
Health 32 200 HP
Main Armament
Maximum Firing Range 13.915 km
190 mm/45 BL Mk VI 7 x 1 190 mm
Secondary Armament
Maximum Firing Range 4.500 km
102 mm/45 QF Mk XIX 4 x 2 102 mm
Torpedo Armament
Maximum Firing Range 7.000 km
533 mm DR Mk II 2 x 2 533 mm
Maximum speed 30 kt
Turning Circle Radius 640 m
Rudder Shift Time 9.1 s
Surface Detectability 12.6 km
Air Detectability 6.36 km
Detectability After Firing Main Gus in Smoke 6.91 km

7 x 1 190 mm/45 BL Mk VI
 Reloading Time 13 s
180 Degree Turn Time 18.0 s
Optimal firing angles at the front 30° for 4 guns
45° for 5 guns
64° for 6 guns
Optimal firing angles at the rear 20° for 4 guns
52° for 6 guns
Sigma 2.00 sigma
Maximum Dispersion 129 m
Shells
Type of Projectile  HE – 190 mm HE 200 fn.
Alpha Damage 2 650 HP
Damage 1 030 HP
Penetration capacity  33 mm
Explosion size 0.77
Fire chance 13 %
Projectile Speed 844 m/s
Air Drag 0.445
Projectile Mass 90.7
Type of Projectile AP – 190 mm AP 200 fn.
Alpha Damage 4 050 HP
Chance to Cause Fire -0.5 %
Projectile Speed 844 m/s
Air Drag 0.445
Projectile Mass 90.7
Projectile Krupp 2 400
Projectile Detonator 0.033 s
Detonator threshold 32 mm

4 x 2 102 mm/45 QF Mk XIX
Reloading Time 3.0 s
Sigma 1.00 sigma
Shells
Type of Projectile HE – 102 mm HE 35 lb
Alpha Damage 1 500 HP
Damage 310 HP
HE penetration 16 mm
Explosion Size 0.3
Chance to Cause Fire 6 %
Projectile Speed 811 m/s
Air Drag 0.33
Projectile Mass 15.88
2 x 2 533 mm DR Mk II
533 mm Mk VII
Reloading Time 53 s
Maximum Distance 7.0 km
Optimal firing angles at the front 30°
Optimal firing angles at the rear 30°
Damage 15 733
Speed 59 kt
Surface Detectability 1.2 km

4 x 2 102 mm/45 QF Mk XIX
Sector range 0.1 km – 5.8 km
Hit chance 90 %
Sector’s damage 17
Sector’s damage frequency 0.29 s
Sector’s damage per second 60
Flak clouds number 2
Flak cloud damage 1 050
4 x 4 40 mm Vickers 2-pdr. Mk VII
Sector range 0.1 km – 2.5 km
Hit chance 90 %
Sector’s damage 36
Sector’s damage frequency 0.29 s
Sector’s damage per second 126
4 x 4 12.7 mm Mk III
Sector range 0.1 km – 1.5 km
Hit chance 85 %
Sector’s damage 6
Sector’s damage frequency 0.29 s
Sector’s damage per second 21
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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