Cost: Undisclosed at the time of writing this article.
Patch and Date Written: June 8th, 2017 to July 18th, 2017, Patch 0.6.6 to 0.6.7.1
- Gallant has an 8% chance per shell to start fires and the highest Fires per Minute chance of any Tier VI DD.
- Powerful torpedo armament doing 15,433 damage per hit, with 8.0km range and 61 knot top speed.
- Torpedoes may be dropped individually in the same manner of Royal Navy cruisers.
- Tiny turning circle of 540m with excellent rudder shift time of 3.0s.
- Second best surface detection range at her tier of 6.8km.
- Small target — less than 100m long.
- Small hit point pool of 12,000hp.
- Weak main battery armament of four 120mm guns and low DPM.
- Short 10.2km range and clumsy firing angles on #4 turret.
- Worse shell ballistics than the American 127mm/38s with even more “float”.
- Horrible fire angles on her torpedoes with a maximum forward fire angle of 68º off the bow.
- High learning curve with making optimal use of her torpedoes.
- An absolute laughable lack of any credible AA power.
Gallant uses the same Smoke Generator consumable as the Japanese and Soviet Destroyers. This differs from Campbeltown, the other British premium, whose Smoke Generator echoes that found on American Destroyers. On the USN DDs. the emission time is longer and so is the duration of each individual cloud. This isn’t the case on HMS Gallant. So, everything is standard here.
- Damage Control Party
- Smoke Generator
- Engine Boost
Module Upgrades: Four slots, standard cruiser upgrades
Premium Camouflage: Type 10, tier VI+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy.
- In your first slot, take Magazine Modification 1. Seriously, don’t take take Main Armaments Modification 1 unless you’re going into Ranked and taking Juliet Charlie signals — you’re more likely to have your entire destroyer blown out from underneath you before you permanently lose one of your weapon mounts to direct damage. This way you can mitigate some of those detonations.
- In your second slot, Aiming Systems Modification 1 is the way to go. Note, if you’re playing the Dunkirk Scenario, you want to take AA Guns Modification 2 for the extra range. It’s useless otherwise, but you WILL NEED IT in the scenario if you’re trying for 5 stars. Don’t skimp out on this.
- In your third slot, take Damage Control Modification 1. The other two are terrible (not that DCM1 is much better).
- And finally, in your fourth slot, take Propulsion System Modification 1.
If you have access to Super Upgrades, there’s only one really worth considering and that’s Engine Boost Modification 1. This would replace your Damage Control Modification 1 upgrade in your third slot.
- Her torpedoes are powerful.
- Single fire torpedoes are awesome, but it’s going to take some practice to make them work.
- The limited fire arcs of her torpedoes can be immensely frustrating.
- The only thing saving Gallant’s guns from being a complete write off is their good rate of fire and high fire chance.
Turning Radius: 540m
Rudder Shift: 3.0s
Hit Points: 12,000
Maximum Protection: 16mm
AA Umbrella Ranges: 1.2km
AA DPS per Aura: 4
That small cloud of smoke is about to get really crowded with air dropped torpedoes in a moment.
Thanks to the Dunkirk scenario, there are going to be another build to consider for HMS Gallant, optimizing for achieving 5 stars in the scenario. For now, let me cover the basics for Random and Ranked Battles. As ever, we start with a core build of 10 skill points.
- Begin with Priority Target to increase your situational awareness when you no longer have concealment.
- Next, take the destroyer standby, Last Stand to give you passable engine power and rudder shift when these modules get damaged.
- You have a choice at the next tier. Torpedo Armament Expertise should be taken if you want to emphasize your torpedo rate of fire. Alternatively, take Demolition Expert to supplement your already excellent fire starting qualities on your guns. Do not double up on these at this stage.
- Finally, take Concealment Expert to get your surface detection down to 5.97km with camouflage installed.
Here are the next skills to consider:
- Tier 1, Preventative Maintenance. For those who hate Priority Target, this can be taken as an alternative. This reduces the likelihood of critical damage occurring to any of your modules (except the Magazine).
- Tier 2, Jack of All Trades. This is handy for those players that like dropping smoke for their allies.
- Tier 2, Expert Marksman. This will increase your gun rotation rate from 10º per second up to 12.5º.
- Tier 2, Smoke Screen Expert. Are you a bro that drops smoke for your big friends in Ranked? Be an even bigger bro with bigger smoke!
- Tier 2, Adrenaline Rush. This is a long running favourite of many players. It increases your rate of fire of guns and torpedoes as you take damage. At 50% health, this shaves off almost 10s from your torpedo reload and increases your rate of fire from 12.0rpm to 13.2rpm. Always handy.
- Tier 3, Survivability Expert. This will increase Gallant’s hit points from 12,000 to 14,100hp. Note that this won’t give you advantage enough to reliably outgun other gunships that are at the same health you are, but it does provide more of a buffer. This can be especially handy in Ranked Battles.
- Tier 3, Basic Fire Training. Bump up that rate of fire from 12rpm to 13.2rpm. Don’t worry about what it does to your AA power. It’s not relevant in these game modes.
- Tier 3, Vigilance. Spot those torpedoes early for your big friends.
- Tier 4, Inertial Fuse for HE Shells. You can bump up her effective HE penetration from 19mm up to 25mm with this skill. This is enough to stack direct damage against any capital ship you face in Ranked Battles, provided you don’t hit the armoured belt, as opposed to being stuck trying to hit the superstructure.
- Tier 4, Advanced Fire Training. I would recommend against taking this one, but it does have it’s uses. This bumps up your maximum range from 10.2km up to 12.2km. Keep in mind your shell flight time is almost 1s per kilometer at those ranges.
- Tier 4, Radio Location. Like high tier IJN Destroyers, sometimes it’s nice to know where the things you don’t want to face in a gunfight are likely to be.
I personally would recommend the following builds:
- Take Preventative Maintenance first. No surface ships will be targeting you with their main batteries.
- Next, take Last Stand. The artillery will knock out your engines and steering gears on occasion.
- After that, take Basic Fire Training to buff your AA power.
- Then take Advanced Fire Training to buff your AA range up to a “massive” 1.44km.
This build is pretty useless for outside of the scenario, but what are you going to do? This “AA Build” only works because of the funny low-health values of planes in this specific scenario, so don’t hold any illusions this has any worth outside of it.
- Tier 2, Jack of All Trades, to help bring your smoke generator off cool down faster.
- Tier 2, Smoke Screen Expert, to give your allied ships more cover when you drop your smoke.
- Tier 3, Vigilance, to spot those torpedoes sooner.
That’s it. This is such a specialized build, I really doubt anyone will have the spare Captain to do it, but maybe you have more doubloons available than sense?
When in doubt, you can always suicide-torp battleships at close range.
Gallant will challenge players to really master aiming their torpedoes manually without the use of the leading marker. This is a new skill for some players to learn and it will only improve their overall game play. This bumps up her carry potential somewhat in the hands of a true expert. Her guns are also quite serviceable in the right circumstances, but knowing when to fight and when to cut your losses is something that comes only with experience (or spider sense).
- Gallant plays closer to an IJN DD than a Soviet or USN Destroyer
- Single fire torpedoes are nice .. but only if you can aim. They’ll be a detriment otherwise.
- Her guns feel more comfortable to use than her torpedoes, but her torpedoes are more powerful than her guns.
- Like IJN Destroyers, she becomes more deadly the longer she can survive into the match. If you die early, you’re not getting the most out of this ship. Stay alive. Then she’ll shine.
- PVE Battles
How well does the ship maintain profitability in Co-Op modes and how does she fare against bots?
Mouse: The big question is how will she do in the Dunkirk scenario? Well, she combines elements of both freely available destroyers. Gallant has the fast gunnery of Anthony and the Smoke Generator of Cyclone, so she’ll do alright against the Schnellboots but she’ll really struggle to shoot down aircraft unless you’ve built her with AA pew pews in mind. In regular PVE play, treat her like an IJN Destroyer and you’ll do alright.
- Random Battle Grinding:
This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements.
Mouse: It all comes down to how well you think you can perform with your torpedoes. Personally, I would give Gallant a pass here. While she’s perfectly adequate when top tier, she’s really going to struggle when bottom tier in the same manner as Fubuki and Shinonome. If that’s your cup of tea or you can stomach being the (severe) underdog, then go nuts, my friend.
- For Competitive Gaming:
Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding.
Mouse: The question becomes: Is Gallant better than the other tier 6 destroyers for Ranked Battles? She’s not better than Anshan or Shinonome, but I would say she’s better than Gaede or Farragut in this environment. I’ll give her a green-light here, but you’d be much better off with Shinonome or Anshan if you can your hands on them.
- For Collectors:
If you enjoy ship history or possessing rare ships, this section is for you.
Mouse: Eh. HMS Gallant has some story to her, but my initial reaction when I heard this ship was coming was “why not Glowworm?”. I suppose if you want to own a little piece of Dunkirk memorabilia then snag her up.
Sharkbait_416: Yes; Gallant served the Royal Navy honorably. Throughout the course of her service history, she saved the lives of nearly 1,500 personnel and sailors. Though she may not have the fame of other ships in the Royal Navy, Gallant served in numerous operations and escorted multiple convoys before being mined in the Mediterranean Sea. With her addition to the game coinciding with the Dunkirk Scenario, players can recreate her heroic actions in saving over 1,466 personnel from the beaches of Dunkirk in May 1940.
- For Fun Factor:
Bottom line: Is the ship fun to play?
Mouse: Nope, I did not enjoy my time with Gallant. Her torpedoes are frustrating to use. Her guns aren’t. Her guns suck though and her torpedoes don’t. How to frustrate Mouse 101.
Sharkbait_416: Yes; Gallant is very fun to play. As mentioned above, a captain specialized with Concealment Expert provides Gallant with a 2-kilometer stealth firing window for her torpedoes. Her single-fire launchers allow for the possibility of hitting every torpedo in a salvo. Gallant does best in battles with a high number of battleships and no aircraft carriers. In such games, Gallant can inflict serious casualties on the enemy team. It’s very satisfying to watch a single-file line of 8 torpedoes swim toward a battleship, knowing the unsuspecting battleship is in for a world of hurt!
- What’s the Final Verdict?
How would the ship rate on an Angry YouTuber scale of Garbage – Meh – Gud – Overpowered?
GARBAGE – Grossly uncompetitive and badly in need of buffs.
Mehbote – Average ship. Has strengths and weaknesses. Doesn’t need buffs to be viable, but certainly not advantageous.
Gudbote – A strong ship that has obvious competitive strengths and unique features that make it very appealing.
OVERPOWERED – A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.