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World of Warships: Benham and Hill review – Rogue Wave containers

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Ladies and gentlemen, today, I propose you to have a look at the new ships coming with the Rogue Wave event as well as the containers linked to it. Let’s first clear the important topic: “Are the containers worth it?”

The Rogue Wave premium containers

f822a840-943b-11e9-a2b4-38eaa735f4cc_1200x.jpg

These containers have 2 variable drops plus a guaranteed 15 Fuel tokens.

For the other drops, you have:

  • One of the following: 50 000 Commander Elite XP; 10 000 Coal; 7 days of Warships Premium Account; 1 000 000 credits; or 5x Type 59 camouflages.
  • One of the following: 5x expendable “Post-Apocalypse” camouflage; 400 doubloons; or the special “The Master of the Water World” camouflage for one of the Tier X destroyers.

The “The Master of the Water World camouflage offers the following bonuses:

post apo.png

Except turning your ship in a pile of rust with Mustangs as lifeboats, this skin also changes the sound of the guns to make them sound like shore batteries.

As usual, Wargaming provided Community Contributors with a total of 15 crates. When opening them, except the 225 Fuel tokens, I got these drops:

  • 5x expendable “Post-Apocalypse” camouflage and 1 000 000 credits
  • 5x expendable “Post-Apocalypse” camouflage and 7 days of Warships Premium Account
  • 5x expendable “Post-Apocalypse” camouflage and 50 000 Commander Elite XP
  • 5x expendable “Post-Apocalypse” camouflage and 50 000 Commander Elite XP
  • 5x expendable “Post-Apocalypse” camouflage and 50 000 Commander Elite XP
  • 5x expendable “Post-Apocalypse” camouflage and 1 000 000 credits
  • 5x expendable “Post-Apocalypse” camouflage and 5x Type 59 camouflages
  • 5x expendable “Post-Apocalypse” camouflage and 10 000 Coal
  • 5x expendable “Post-Apocalypse” camouflage and 7 days of Warships Premium Account
  • 5x expendable “Post-Apocalypse” camouflage and 50 000 Commander Elite XP
  • 5x expendable “Post-Apocalypse” camouflage and 50 000 Commander Elite XP
  • 5x expendable “Post-Apocalypse” camouflage and 1 000 000 credits
  • 5x expendable “Post-Apocalypse” camouflage and 7 days of Warships Premium Account
  • 5x expendable “Post-Apocalypse” camouflage and 50 000 Commander Elite XP
  • “The Master of the Water World” camouflage – Gearing and 50 000 Commander Elite XP

As you can see, when it comes to the “The Master of the Water World” camouflage and the doubloons, the drop rate is quite low. Overall, unless you want the Benham (that is well worth it) and you are missing Fuel tokens because you don’t have the time to play the game like a Chinese farmer, I guess that they are worth the 4.50€ per crate.

Ship reviews

Tier V U.S. Premium Destroyer Hill: The Hills are alive

shot-19.07.22_22.00.41-0739.jpg

Her camouflage gives the standard Tier V Premium camouflages bonuses.

Hill.png

shot-19.07.22_22.01.24-0723.jpg

She also gets a post-apocalyptic skin which gives the same bonuses. Like the other post-apocalyptic skins, the gun sound is changed to the one of the batteries on forts.

Hill post apo

The Good and the Bad

The Good

  • Strong firepower for a tier V destroyer
  • Decent HP pool
  • U.S. smoke generator
  • Good anti-air for this tier
  • Good agility
  • Defensive AA

The Bad

  • Awful firing angles
  • U.S. ballistic
  • 5.5 km torpedo range
  • Bad concealment

My Opinion

Overall, the Hill is a solid destroyer for this tier. Her firepower makes her a very good gunboat and the torps, while they have short range can be useful more often than you would think with the meta on low tier.

Health pool

The health pool of the Hill is quite decent with 12 100 HP which puts her in the middle of the pack.

Main batteries

shot-19.07.22_22.00.51-0091.jpg

Main Battery
2 × 1 127 mm/38 Mk21 mod. 1
3 x 1 127 mm/38 Mk24 mod. 11
Maximum Firing Range11.350 km
180 Degree Turn Time12.0 s
Reloading Time4.8 s
Optimal fronfiring angle
60°
Optimal rear firing angle30°
Sigma2.00 sigma
Maximum Dispersion100 m
Shells
Type of ProjectileHE
Alpha Damage1 800 HP
Damage380 HP
HE penetration20 mm
Explosion Size0.38
Chance to Cause Fire5 %
Projectile Speed792 m/s
Air Drag0.347
Projectile Mass24.5
Projectile Krupp1350
Type of ProjectileAP
Alpha Damage2 100 HP
Chance to Cause Fire-0.5 %
Projectile Speed792 m/s
Air Drag0.347
Projectile Mass25
Projectile Krupp2 598
Projectile Detonator0.01 s

When it comes to her main battery, the Hill boasts a very good firepower with her 5 fast firing 127 mm guns. In a duel against other destroyers, she will be able to hold her ground unless it’s a long-range engagement against destroyers with better ballistic. Let’s not forget, these are U.S. destroyer guns which mean that the ballistic is quite awful. Also, the firing angle of the 3rd gun mount is absolutely awful and will force you to give full broadside to use it.

Torpedo armament

shot-19.07.22_22.01.07-0482.jpg

Torpedo Armament
3 x 3 533 mm Triple
Reloading Time66 s
Maximum Distance5.5 km
Optimal fronfiring angle51° for both torpedo tubes
Optimal rear firing angle20° for one torpedo tube
56° for both torpedo tubes
Damage11 733
Speed56 kt
Surface Detectability1.1 km

Her torpedo armament is overall on the weaker side. While the reload is good and the damage is decent, the range limits them a lot. In general, you will only be able to use them on ships charging you.

Anti-air armament

Air Defense
2 × 1 127 mm/38 Mk21 mod. 1
3 x 1 127 mm/38 Mk24 mod. 11
Sector range1.8 km – 5.8 km
Hit chance88 %
Sector’s damage15
Sector’s damage frequency0.29 s
Sector’s damage per second53
Flak clouds number1
Flak cloud damage560
2 x 4 28 mm/75 Mk2 mod. 2
2 x 1 12.7 mm Browning M2 mod. 2
Sector range0.1 km – 1.8 km
Hit chance83 %
Sector’s damage10
Sector’s damage frequency0.29 s
Sector’s damage per second35
Sector reinforcement
Sector reinforcement bonus+50%
Sector reinforcement time5 s
Sector reinforcement shift time5 s

The anti-air of the Hill is surprisingly strong for her tier with her long-range which extends from 5.8 km to 1.8 km.

Maneuverability and Concealment

Maneuverability and Concealment
Maximum speed37.5 kt
Turning Circle Radius560 m
Rudder Shift Time3.1 s
Surface Detectability7.38 km
Air Detectability 2.85 km
Detectability After Firing Main Gus in Smoke2.75 km

When it comes to her maneuverability, the Hill is doing very well with her good top speed and tight turning radius.

As for the concealment… well it’s a different story. If you use Concealment Expert and the camouflage, she can only reach a 6.4 km detection range by sea and 2.6 km detection by air. Most of the enemy destroyers will be able to outspot her and she will rarely have the element of surprise against them.

Consumables

Consumables
Slot 1
Slot 2
Slot 3
Work time: 5 s
Cooldown: 60 s
Consumable charges: 2
Work time: 30 s
Cooldown: 240 s
Smoke radius: 450 m
Smoke duration: 115 s

Consumable charges: 2
Work time: 120 s
Cooldown: 180 s
Boost: +8% speed
Work time: 5 s
Cooldown: 40 s
Consumable charges: 3
Work time: 30 s
Cooldown: 160 s
Smoke radius: 450 m
Smoke duration: 115 s

Consumable charges: 3
Work time: 120 s
Cooldown: 120 s
Boost: +8% speed

Conclusion

Overall, the Hill is, in my opinion, a good tier V gunboat destroyer. With her firepower as long as it’s not for long-range engagements, she will be able to handle pretty much any tier V destroyer and to hold her ground against higher tier ships.

Her only real downside is the lack of concealment wish can sometimes be frustrating due to all the destroyers that can outspot you.

Recommended build

During the testing of the Hill, I used the following captain build and upgrades:

Captain build:

Hill.png

  • Priority Target
  • Preventive Maintenance
  • Last Stand
  • Adrenaline Rush
  • Superintendent
  • Basic Firing Training
  • Survivability Expert
  • Concealment Expert

Alternatively, you can swap Preventive Maintenace and Basic Firing Training for Radio Location.

Upgrades:

  • Icon_modernization_PCM030_MainWeapon_Mod_I.png Main Armaments Modification 1
  • Wows_icon_modernization_PCM021_Engine_Mod_I.png Propulsion Modification 1
  • Wows_icon_modernization_PCM033_Guidance_Mod_I.png Aiming Systems Modification 1

Tier IX U.S. Premium Destroyer Benham: The torpedo soup is real

shot-19.07.22_22.01.52-0434.jpg

Strangely, her camouflage doesn’t give the standard tier IX premium camouflage bonuses but instead gives Tier VIII camouflage bonuses. I don’t know if it’s a bug or not.

Benham.png

shot-19.07.22_22.01.42-0202.jpg

She has an alternative post-apocalyptic skin like the Hill that changes the gun sounds into those of the fort batteries.

Benham post apo.png

The Good and the Bad

The Good

  • Good concealment
  • 16 torpedoes in total
  • Fast reloading torpedoes
  • Very strong torpedoes

The Bad

  • Low HP pool
  • Below average firepower

My Opinion

Health pool

Her health pool is (without counting the stock ships) the lowest at tier IX with 14 500 HP. This forces the ship to carefully pick her engagements against enemy ships and mixes well with her more torpedo focused gameplay.

Main batteries

shot-19.07.22_22.02.00-0642.jpg

Main Battery
2 × 1 127 mm/38 Mk30 mod. 0
2 x 1 127 mm/38 Mk30
Maximum Firing Range12.600 km
180 Degree Turn Time6.0 s
Reloading Time3.3 s
Optimal fronfiring angle
36°
Optimal rear firing angle30°
Sigma2.00 sigma
Maximum Dispersion110 m
Shells
Type of ProjectileHE
Alpha Damage1 800 HP
Damage380 HP
HE penetration20 mm
Explosion Size0.38
Chance to Cause Fire5 %
Projectile Speed792 m/s
Air Drag0.347
Projectile Mass24.5
Projectile Krupp1350
Type of ProjectileAP
Alpha Damage2 100 HP
Chance to Cause Fire-0.5 %
Projectile Speed792 m/s
Air Drag0.347
Projectile Mass25
Projectile Krupp2 598
Projectile Detonator0.01 s

Unlike the Hill, the firepower of the Benham is quite underwhelming. With her 4 guns, any DD of the same tier will outgun her. Against lower-tier destroyers, she can be fine but long story short, this ship is not about the guns.

Torpedo armament

shot-19.07.22_22.02.09-0840.jpg

Torpedo armament
4 x 4 533 mm Quad
Reloading Time85 s
Maximum Distance10.5 km
Optimal fronfiring angle35° for both torpedo tubes
Optimal rear firing angle29° for both torpedo tubes
Damage15 200
Speed65 kt
Surface Detectability1.4 km

The torpedoes are the bread and butter of the Benham. That’s what this ship is basically made for. Spamming torpedoes all day along and terrorizing enemy ships with the torpedo soup you generate. If you go for a full torpedo build spec, you can get the reload down to 65 seconds.

They have basically everything. The speed, the reload time, the spotting range and kinda the damage.

Anti-air armament

Air Defense
2 × 1 127 mm/38 Mk30 mod. 0
2 x 1 127 mm/38 Mk30
Sector range0.9 km – 5.8 km
Hit chance97 %
Sector’s damage20
Sector’s damage frequency0.29 s
Sector’s damage per second70
Flak clouds number2
Flak cloud damage1470
4 x 1 12.7 mm Browning M2 mod. 2
Sector range0.1 km – 0.9 km
Hit chance93 %
Sector’s damage20
Sector’s damage frequency0.29 s
Sector’s damage per second70
Sector reinforcement
Sector reinforcement bonus+50%
Sector reinforcement time5 s
Sector reinforcement shift time5 s

While the Hill does fine with pretty much only her long-range anti-air, the Benham, even with defensive AA, will struggle to shoot down planes. She just doesn’t have the DPS. Personally, I would advise sticking to the Engine Boost because, while the Defensive AA triples the DPS, it’s still isn’t great.

Maneuverability and Concealment

Maneuverability and Concealment
Maximum speed36.5 kt
Turning Circle Radius560 m
Rudder Shift Time3.4 s
Surface Detectability7.56 km
Air Detectability 2.86 km
Detectability After Firing Main Gus in Smoke2.83 km

Both for the maneuverability and the concealment are decent. The speed isn’t great at 36.5 knots but the maneuverability allows her to turn on a dice.

For the concealment… well it’s a bit awkward. It is able to reach 5.9 km detection by sea and 2.3 km detection by air but… a certain Kitakaze reaches the same concealment and I can tell you that you don’t want to be face to face with one of them.

Consumables

Consumables
Slot 1
Slot 2
Slot 3
Work time: 5 s
Cooldown: 60 s
Consumable charges: 2
Work time: 30 s
Cooldown: 240 s
Smoke radius: 450 m
Smoke duration: 127 s
Consumable charges: 2
Work time: 120 s
Cooldown: 180 s
Boost: +8% speed
Work time: 5 s
Cooldown: 40 s
Consumable charges: 3
Work time: 30 s
Cooldown: 160 s
Smoke radius: 450 m
Smoke duration: 127 s
Consumable charges: 3
Work time: 120 s
Cooldown: 120 s
Boost: +8% speed

Consumable charges: 2
Work time: 30 s
Cooldown: 120 s

Consumable charges: 3
Work time: 30 s
Cooldown: 80 s

Conclusion

While the Benham as a low HP pool and underwhelming firepower, her torpedo armament makes of her an absolute monster that will flood the sea with torpedoes. For random battles, unless she meets an enemy that guns her down, she will represent a big threat.

Recommended build

During the testing of the Benham, I used the following captain build and upgrades:

Captain build:

Ben.png

  • Priority Target
  • Preventive Maintenance
  • Last Stand
  • Adrenaline Rush
  • Superintendent
  • Torpedo Armament Expertise
  • Survivability Expert
  • Concealment Expert

Alternatively, you can swap Superintendent and Preventive Maintenance for Radio Location.

Upgrades:

  • Icon_modernization_PCM030_MainWeapon_Mod_I.png Main Armaments Modification 1
  • Wows_icon_modernization_PCM021_Engine_Mod_I.png Propulsion Modification 1
  • Wows_icon_modernization_PCM033_Guidance_Mod_I.png Aiming Systems Modification 1
  • Wows_icon_modernization_PCM024_Engine_Mod_II.pngPropulsion Modification 2
  • Concealment_System_Mod_1.png Concealment System Modification 1
  • Wows_icon_modernization_PCM014_Torpedo_Mod_III.png Torpedo Tubes Modification 3

Last words

This time, the Hill will be available for giveaway starting from this evening (Because yes, this review is coming terribly late. IRL life is a bit of a bitch these days as I’m trying to find a job now that my studies are over).

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