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Supertest: German Tier VI Aircraft Carrier Weser

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The Weser was initially planned as the fourth ship of the Admiral Hipper-class and was named Seidlitz. By May 1942, the Seidlitz was already 95% complete even though her construction was slowed down due to the U-boats becoming a higher priority.

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In June, even though the ship was almost ready, Hitler ordered that all work on her be stopped and that she had to be converted into an aircraft carrier. The process of stipping her upper works lasted 6 months and the only remaining superstructure was her funnel. It’s also at this point that she was renamed Weser.

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Due to constant bombing raids, the ship was moved from Bremen to Konigsberg. The problem was that in Konigsberg, there was nothing to continue the work on the ship so she remained there, unfinished until March 1944.
The ship was transferred to Kiel where she could be finally completed, however, there was no longer any need for an aircraft carrier now that all the Germans capital ships were either crippled or sunk.

The Weser was finally towed back to Konigsberg were she was scuttled in July 1945.

In World of Warships, the Weser appears as she would have been completed as a carrier. She becomes the 5th Admiral Hipper-class (and variation) in the game after Admiral Hipper herself, Prinz Eugen, Mainz and Tallinn.

Just like the rest of the German carriers, we have no idea about the penetration capacity of the AP bombs and rockets and the secondaries have the standard dispersion formula.

Characteristics of the line

As of now, the German Aircraft carriers concept offers the following peculiarities:

  • Airplanes have comparatively high cruise speed, but their HP pool is below average;

  • Attack aircraft use armor-piercing rockets. These rockets can deal high damage by hitting an enemy ship’s citadel, but they allow a familiar counterplay: when they hit at an acute angle, they can ricochet or simply not penetrate the armor. Rockets fired at broadsided destroyers –with their thin armor– will result in overpenetrations that deal 10% of the maximum damage. Armor-piercing rockets can also ricochet against destroyers’ end armor when the ship is bow-in to the planes. Therefore, a player’s reaction against such rockets should be similar to the actions one would take against armor-piercing shells.

  • Bombers use armor-piercing bombs. Unlike the Japanese bombers, German ones dive immediately, without the prior altitude gain. Their drop zone is shaped like an elongated ellipse, and aiming it during an attack may be difficult. These bombs will be most effective against slower opponents.

  • The final shape of torpedo bomber’s launching cone is similar to that of Japanese and American torpedo bombers. The torpedoes have a range of 6 km.

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As usual, I will cover both the stock and the fully upgraded versions of the ship. Remember, everything that you will see here is, of course, a work in progress.

WG_SPb_WoWs_WIP-icon_black

Modules
Hull
Engine
Torpedo bomberDive BomberAttack Aircraft

Weser (A)

Propulsion:
132 000 HP
1037
Ar 95b
1023
Ar 81
1051
Ar 197

Weser (B)
1037
Do 22
1023
Hs 123
1051
Bf 109E
Characteristics

A Hull

GeneralAttack AircraftTorpedo BombersDive BombersSecondariesAir DefenseConsumables
TierVI
Health40 800 HP
Displacement17 139 tons
Aircraft on deck
Attack Aircrafts12
Torpedo Bombers9
Dive Bombers12
Secondary Armament
Maximum Firing Range5.00 km
105 mm L/65 Dop. L. C/315 x 2 105 mm
Anti Air Defense
105 mm L/65 Dop. L. C/315 x 2 105 mm
37 mm Flakzwilling 307 x 2 37 mm
20 mm Flakzwilling 3810 x 2 20 mm
Maximum speed32 knots
Turning Circle Radius930 m
Rudder Shift Time14.9 s
Surface Detectability12.06 km
Air Detectability9.48 km
Attack aircraft – Ar 197
planetype_0
TierV
Hit points per plane1 150
Cruise speed132 kt
Maximum speed172 kt
Engine boost time5 s
Engine boost reload time10 s
Size of attacking flight2
Aircraft per squadron8
Rocket typeRZ-73
Rocket caliber73 mm
Rockets per plane4
Maximum rocket damage1 600
Projectile speed500 m/s
Air Drag0.35
Projectile mass10 kg
Projectile Krupp2 400
Projectile detonator0.022 s
Detonator threshold25 mm
Detectability range10.0 km
Aircraft restoration time48 s
Aircraft on deck12
Slot 1
Slot 2
Engine Cooling
consumable_PCY034_ForsageBooster
Number of Charges: 3
Work time: 10 s
Cooldown: 80 s
Patrol fighter
Number of Charges: 3
Work time: 60 s
Cooldown: 10 s
Aircraft per squadron: 3
Patrol radius: 2.5 km
Torpedo bomber – Ar 95b
planetype_3
TierV
Hit points per plane1 370
Cruise speed120 kt
Maximum speed160 kt
Engine boost time20 s
Engine boost reload time40 s
Size of attacking flight2
Aircraft per squadron6
Torpedo typeF5
Torpedoes per plane1
Maximum torpedo damage5 800
Maximum torpedo range6.0 km
Torpedo speed25 knots
Torpedo arming distance402 m
Flooding chance50%
Detectability range10.0 km
Aircraft restoration time74 s
Aircraft on deck9
Slot 1
Slot 2
Engine Cooling
consumable_PCY034_ForsageBooster
Number of Charges: 3
Work time: 10 s
Cooldown: 80 s
Patrol fighter
Number of Charges: 3
Work time: 60 s
Cooldown: 10 s
Aircraft per squadron: 3
Patrol radius: 2.5 km
Dive bomber – Ar 81
planetype_1
TierV
Hit points per plane1 220
Cruise speed116 kt
Maximum speed156 kt
Engine boost time20 s
Engine boost reload time40 s
Size of attacking flight2
Aircraft per squadron8
Bomb typeSC 250
Bomb caliber406 mm
Bomb per plane1
Maximum bomb damage5 200
Projectile speed460 m/s
Air Drag0.35
Projectile mass440 kg
Projectile Krupp2 750
Projectile detonator0.025 s
Detonator Threshold20
Aircraft restoration time57 s
Aircraft on deck12
Slot 1
Slot 2
Engine Cooling
consumable_PCY034_ForsageBooster
Number of Charges: 3
Work time: 10 s
Cooldown: 80 s
Patrol fighter
Number of Charges: 3
Work time: 60 s
Cooldown: 10 s
Aircraft per squadron: 3
Patrol radius: 2.5 km

sec1

5 x 2 105 mm L/65 Dop. L. C/31
Maximum Firing Range5.000 km
Reloading Time3.35 s
Sigma1.00 sigma
Shells
Type of ProjectileHE – 105 mm Spr.Gr. Kz.
Alpha Damage1 200 HP
Damage330 HP
HE penetration26 mm
Explosion Size0.31
Chance to Cause Fire5 %
Projectile Speed900 m/s
Air Drag0.33
Projectile Mass15.1 kg

AA1

5 x 2 105 mm L/65 Dop. L. C/31
Sector range0.1 km – 5.2 km
Hit chance100 %
Sector’s damage31
Sector’s damage frequency0.29 s
Sector’s damage per second109
Flak clouds number4
Flak cloud damage1 260
7 x 2 37 mm Flakzwilling 30
Sector range0.1 km – 3.5 km
Hit chance100 %
Sector’s damage11
Sector’s damage frequency0.29 s
Sector’s damage per second39
10 x 2 20 mm Flakzwilling 38
Sector range0.1 km – 2.0 km
Hit chance100 %
Sector’s damage29
Sector’s damage frequency0.29 s
Sector’s damage per second102

Slot 1
Slot 2
Damage Control Party
Work time: 60 s
Cooldown: 90 s
Fighter
Number of charges: 4
Work time: 600 s
Cooldown: 40 s
Patrol Radius: 3.0 km
Planes in a squadron: 4

B Hull

GeneralAttack AircraftTorpedo BombersDive BombersSecondariesAir DefenseConsumables
TierVI
Health41 000 HP
Displacement17 750 tons
Aircraft on deck
Attack Aircrafts12
Torpedo Bombers12
Dive Bombers12
Secondary Armament
Maximum Firing Range5.00 km
105 mm L/65 Dop. L. C/315 x 2 105 mm
Anti Air Defense
105 mm L/65 Dop. L. C/315 x 2 105 mm
37 mm Flak LM/427 x 2 37 mm
20 mm Flakvierling 3810 x 4 20 mm
Maximum speed32 knots
Turning Circle Radius930 m
Rudder Shift Time10.6 s
Surface Detectability12.06 km
Air Detectability9.48 km
Attack aircraft – Bf 109E
planetype_0
TierVI
Hit points per plane1 210
Cruise speed150 kt
Maximum speed190 kt
Engine boost time5 s
Engine boost reload time10 s
Size of attacking flight2
Aircraft per squadron8
Rocket typeRZ-73
Rocket caliber73 mm
Rockets per plane4
Maximum rocket damage1 600
Projectile speed500 m/s
Air Drag0.35
Projectile mass10 kg
Projectile Krupp2 400
Projectile detonator0.022 s
Detonator threshold25 mm
Detectability range10.0 km
Aircraft restoration time58 s
Aircraft on deck12
Slot 1
Slot 2
Engine Cooling
consumable_PCY034_ForsageBooster
Number of Charges: 3
Work time: 10 s
Cooldown: 80 s
Patrol fighter
Number of Charges: 3
Work time: 60 s
Cooldown: 10 s
Aircraft per squadron: 3
Patrol radius: 2.5 km
Torpedo bomber – Do 22
planetype_3
TierVI
Hit points per plane1 440
Cruise speed123 kt
Maximum speed163 kt
Engine boost time20 s
Engine boost reload time40 s
Size of attacking flight2
Aircraft per squadron8
Torpedo typeF5B
Torpedoes per plane1
Maximum torpedo damage6 600
Maximum torpedo range6.0 km
Torpedo speed25 knots
Torpedo arming distance504 m
Flooding chance57%
Detectability range10.0 km
Aircraft restoration time73 s
Aircraft on deck12
Slot 1
Slot 2
Engine Cooling
consumable_PCY034_ForsageBooster
Number of Charges: 3
Work time: 10 s
Cooldown: 80 s
Patrol fighter
Number of Charges: 3
Work time: 60 s
Cooldown: 10 s
Aircraft per squadron: 3
Patrol radius: 2.5 km
Dive bomber – Hs 123
planetype_1
TierVI
Hit points per plane1 290
Cruise speed140 kt
Maximum speed180 kt
Engine boost time20 s
Engine boost reload time40 s
Size of attacking flight2
Aircraft per squadron8
Bomb typeSC 500
Bomb caliber406 mm
Bomb per plane1
Maximum bomb damage5 200
Projectile speed460 m/s
Air Drag0.35
Projectile mass440 kg
Projectile Krupp2 750
Projectile detonator0.025 s
Detonator Threshold20
Aircraft restoration time68 s
Aircraft on deck12
Slot 1
Slot 2
Engine Cooling
consumable_PCY034_ForsageBooster
Number of Charges: 3
Work time: 10 s
Cooldown: 80 s
Patrol fighter
Number of Charges: 3
Work time: 60 s
Cooldown: 10 s
Aircraft per squadron: 3
Patrol radius: 2.5 km

sec2

 

5 x 2 105 mm L/65 Dop. L. C/31
Maximum Firing Range5.000 km
Reloading Time3.35 s
Sigma1.00 sigma
Shells
Type of ProjectileHE – 105 mm Spr.Gr. Kz.
Alpha Damage1 200 HP
Damage330 HP
HE penetration26 mm
Explosion Size0.31
Chance to Cause Fire5 %
Projectile Speed900 m/s
Air Drag0.33
Projectile Mass15.1 kg

AA2

 

5 x 2 105 mm L/65 Dop. L. C/31
Sector range0.1 km – 5.2 km
Hit chance100 %
Sector’s damage31
Sector’s damage frequency0.29 s
Sector’s damage per second109
Flak clouds number4
Flak cloud damage1 260
7 x 2 37 mm Flak LM/42
Sector range0.1 km – 3.5 km
Hit chance100 %
Sector’s damage39
Sector’s damage frequency0.29 s
Sector’s damage per second137
10 x 4 20 mm Flakvierling 38
Sector range0.1 km – 2.0 km
Hit chance100 %
Sector’s damage41
Sector’s damage frequency0.29 s
Sector’s damage per second144

Slot 1
Slot 2
Damage Control Party
Work time: 60 s
Cooldown: 90 s
Fighter
Number of charges: 4
Work time: 600 s
Cooldown: 40 s
Patrol Radius: 3.0 km
Planes in a squadron: 4

The armor

Capture

Since the Weser is a converted heavy cruiser, her armor is surprisingly tough for a tier VI carrier. In fact, she is the most heavily protected carrier at this tier and by far.

As usual, the armor view is mirrored for CVs so it’s normal that the superstructure is on the port side here.

The bow section

bow1

The bow is covered with the classic 19 mm armor at tier VI (with the only exception being Ryujo) except for the 40 mm extended belt that is common on all Admiral Hipper-class ships.

bow2

Inside the bow, there is a 20 mm armored deck. It is actually relevant for 4 ships. If a Graf Spee, HSF Graf Spee, Scharnhorst or Scharnhorst Black shoot at you with AP, they will be able to overmatch the bow but the shells will bounce on that armored deck.

bow3bow4

For the internal protection of the middle section, the casemate and lower part of the citadel are 25 mm thick. In the middle, the upper part of the citadel and the bulkheads around it are 80 mm thick.

The middle section

mid1

For the Hipper-class hull itself, the torpedo bulge is 19 mm thick. Just above, the is a 25 mm upper belt. What used to be the hull’s weather deck is 30 mm thick.

For the upper part of the hull, the casemate is 19 mm thick and the flight deck is 21 mm thick.

mid2

mid4

Behind the torpedo bulge, there is the 80 mm thick main belt. Since it’s a Hipper hull, it is, of course, followed by a turtleback that protects the 20 mm citadel side armor.

mid3

This turtleback, as well as the citadel deck, is 30 mm thick and has a slope ranging from 46° to 58°.

I will need to check when we will receive the ship for testing but the Weser definitely seems to be vulnerable against AP bombs. The 21 mm flight deck isn’t thick enough to allow some bombs to arm and the 30 mm flight deck plus 30 mm citadel deck are certainly not strong enough to block the AP bombs on their way down the ship.

The stern section

stern1

The stern is protected by 19 mm of armor except for the 70 mm extended belt.

stern2

Inside the stern, there is a 30 mm armored deck that entirely covers the citadel’s athwartship.

stern3stern4

For the internal protection of the middle section, the casemate and lower part of the citadel are 25 mm thick. In the middle, the upper part of the citadel and the bulkheads around it are 80 mm thick.

The superstructure

supers

The superstructure is 10 mm thick and is trying to compete with Fuso’s pagoda.

Personal opinion

While Rhein looked promising at tier IV, I’m not really convinced by Weser at tier VI. The torpedoes will definitely be more difficult to land since ships at this tier are much faster and the arming distance is quite huge for such low speed. The small rockets also don’t seem very strong.

The bombs in compensation seem to have a very good penetration power judging by the speed, Krupp and mass so they might be able to compensate. It will all depend on their drop pattern.

Easter-eggs

easter

Nothing crazy to see here except the Nazi Germany’s eagle inside the superstructure of the ship.

About Author

15,466 thoughts on “Supertest: German Tier VI Aircraft Carrier Weser

  1. Weser entire island is basically her original heavy cruiser hull superstructure taken down, strip all the covering plate around the tower mast and move on to carrier, yeah is funny looking.

  2. Fuso: Finally a worthy opponent! Our battle is going to be legendary!!!!

    Or

    Fuso: Oh? You are approaching me? Instead of running away, you are approaching me, the Fuso-sama?
    Weser: I can’t compare my tower to yours without getting closer.
    Fuso: Hooo… Then come as close as you like!
    Weser: ORAORAORAORAORAORAORAORAORA
    Fuso: MUDAMUDAMUDAMUDAMUDAMUDAMUDA

  3. I’d love to set a camera to record what happens in the top of that tower in rough seas. I bet it would be absolutely hilarious.

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