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World of Warships Supertest: Commonwealth Tier IX Premium Cruiser Hector

4 min read

Historical background

Hector is a Wargaming kitbash made out of a never-built British AA cruiser design and an Edinburgh-class cruiser’s modified hull.

When it comes to the AA cruiser design, it is the K25 series of design studies. These studies were part of the designing process that would lead to the Crown Colony-class of light cruisers.

In total, 8 variations were proposed, named from A to H. Outside of K-25F which was armed with eight turrets, all the others were armed with seven of them. In all cases, the turrets were the same dual-purpose 133 mm (5.25″) twin turrets as on the Dido-class. The rear three turrets were in superfiring positions and the front turrets were either all four in superfiring position or with turrets 2 and 3 being on the same deck level.
The fastest design, K-25A was able to reach 32.5 knots and in terms of armor, the thickest main belt was on K-25E with 89 mm.

The armament was completed with 40 mm Pom-pom AA guns and two triple torpedo launchers.

When it comes to the hull, as I previously said, it’s the hull of an Edinburgh-class cruiser modified to fit four quadruple torpedo launchers, with a different superstructure and no secondary battery.

When it comes to the game design, the ship is basically a tier IX Perth with a Crawling Smoke Generator.

Ship’s preview

 

Ship’s commemorative flag

Ship’s camouflages

For the classic reminder, this is a ship in testing, anything can change so don’t look at her like she would already be released.

Modules

Hull
Engine
Gun Fire Control System
Main battery
Torpedoes

icon_module_Hull_installed

Hector

icon_module_Engine_installed

Propulsion: 82 500 HP

icon_module_Suo_installed

‎Mk IX mod. 1

icon_module_Artillery_installed

133 mm/50 QF Mk.I on a RP10 Mk.I* mount

icon_module_Torpedoes_installed

533 mm Mk V

General Characteristics

TierIX
Health34 400 HP
Torpedo Damage Reduction4 %
Displacement11 954 tons
Dimensions
Overall length186.95 m
Beam19.81 m
Overall height (keel to the highest point on the ship)21.55 m
Freeboard6.89 m
Main Armament
Maximum Firing Range15.570 km
133 mm/50 QF Mk.I on a RP10 Mk.I* mount7 x 2 133 mm
Torpedo Armament
Maximum Firing Range10.000 km
533 mm QR Mk IV4 x 4 533 mm
Maximum speed34.0 knots
Turning Circle Radius760 m
Rudder Shift Time9.0 s
Surface Detectability10.53 km
Air Detectability7.41 km
Detectability After Firing Main Guns in Smoke4.62 km

Main Armament

7 x 2 133 mm/50 QF Mk.I on a RP10 Mk.I* mount
Turret n°1 can rotate at 360°
 Maximum Firing Range15.570 km
 Reloading Time6.7 s
180 Degree Turn Time9.0 s
Optimal firing angles at the front40° for at least 6 turrets
(Between 40° and 60°, 7 turrets)
Optimal firing angles at the rear42°
Sigma2.05 sigma
Maximum Dispersion140 m
Shells
Type of Projectile HE – 133 mm HE Mk IC
Alpha Damage1 900
Penetration capacity 22 mm
Explosion size0.46
Fire chance8 %
Projectile Speed792 m/s
Air Drag0.321
Projectile Mass36.3 kg
Type of ProjectileAP – 133 mm AP Mk IC
Alpha Damage2 550
Projectile Speed792 m/s
Air Drag0.321
Projectile Mass36.3 kg
Projectile Krupp2 882
Projectile Detonator0.033 s
Detonator threshold22 mm
Ricochet Angles45° – 60°

Torpedo Armament

4 x 4 533 mm QR Mk IV
533 mm Mk VII

Reloading Time96 s
Maximum Distance10.000 km
Optimal firing angles at the front27°
Optimal firing angles at the rear32°
Damage16 767
Flooding Chance282%
Speed62 knots
Surface Detectability1.3 km

Anti-air Armament

7 x 2 133 mm/50 QF Mk.I on a RP10 Mk.I* mount
Sector firing range0.1 km – 6.0 km
Hit chance90 %
Sector’s damage22
Sector’s damage frequency0.29 s
Sector’s damage per second77
Flak clouds number4
Flak cloud damage1 540
8 x 1 40 mm/56 OQF Mk.III on a Mk.VII mount
4 x 4 40 mm/39 Vickers QF Mk.VIII on a Mk.VII mount
Sector firing range0.1 km – 3.5 km
Hit chance90 %
Sector’s damage63
Sector’s damage frequency0.29 s
Sector’s damage per second221
8 x 2 20 mm Oerlikon Mk.II on a Mk.V mount
Sector firing range0.1 km – 2.0 km
Hit chance85 %
Sector’s damage31
Sector’s damage frequency0.29 s
Sector’s damage per second109

Consumables

Consumables
Slot 1
Slot 2
Slot 3
Slot 4
Damage Control Party
consumable_PCY009_CrashCrewPremiumWork time: 5 s
Cooldown: 60 s
Repair Party
Number of charges: 3
Work time: 28 s
Cooldown: 80 s
HP regeneration speed: +0.5%/s
Casemate damage regeneration: 50%
Citadel damage regeneration: 33%
Defensive AA Fire

Number of charges: 3
Work time: 40 s
Cooldown: 80 s
Damage from continuous DPS: +50%
Damage from flak explosions: +300%
Crawling Smoke Generator
Number of charges: 3
Work time: 90 s
Cooldown: 160 s
Smoke radius: 450 m
Smoke duration: 10 s
Hydroacoustic Search
consumable_PCY016_SonarSearchPremiumNumber of charges: 3
Work time: 100 s
Cooldown: 120 s
Torpedo spotting range: 3.5 km
Ship spotting range: 5.0 km

The Armor

External armor protection:

Front and rear armor protection of the middle section:

Citadel armor protection:

Personal Opinion

I am a bit hesitant regarding this ship. The firepower is nice on paper but I’ve never been a big fan of crawling smokes on cruisers. I don’t like the long downtime combined it forcing you to stay at 1/4 speed. When you are out of the smoke, it also will not be like playing a Colbert where you can speed dodge and zoom around easily. Here, you have to work with an Edinburgh hull with all its ups but also all its downs.

At least, you have great concealment, going down to 8.5 km spotting range by sea and the speed is also pretty high for a British cruiser at 34 knots. This will allow you to move around swiftly to a better position.

Thank you for reading this article!

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Also if you are new to the game or want to get back to it, feel free to use my Recruiting Station code for free goodies such as Premium ships, premium time, and more: https://warships.net/yuzorah

Have a good one and see you soon!

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