Cost: Undisclosed at this time.
Patch and Date Written: 0.6.4 to 0.6.4.1. April 22nd, 2017 to May 15th, 2017.
- Excellent fire angles on her main battery.
- Guns are very accurate at all ranges with tight horizontal and vertical dispersion and 1.8 sigma.
- Improved fuse timers and better auto-ricochet angles makes her well suited to damaging even evasive cruisers.
- Very fast with a top speed of 32.0 knots.
- Good rudder shift time of 13.4s.
- Deceptively agile for her size with a turning rate of over 4º per second.
- She’s the first Battleship with a (albeit limited) Defensive Fire consumable.
- Possesses an improved version of the Repair Party consumable, queuing up to 60% of penetration damage received.
- Hood is a very large target with an enormous citadel.
- Small main armament of eight 381mm rifles leading to poor penetration, alpha strike and DPM.
- Small and poorly positioned secondary gun battery with limited arcs of fire.
- Defensive Fire consumable only affects her Anti-Aircraft Rockets.
- Rocket AA mounts are incredibly fragile and small in number with only 200hp each and are easily knocked out by single HE hits.
- No Royal Navy Battleships to train Captains for (yet).
Where did the last month go? Hood has had a long development cycle — at least it’s felt very long because of all of that testing I was doing. I haven’t spent this much time, energy and focus on a single review since Saipan. The ship had two major iterations during the testing period and rather than release one for each, I’ve held off on publishing while I waited for the ship to finalize. Instead, I spent time trying to learn everything I could about the ship, including testing her shell dispersion patterns, acceleration rates and even the vulnerability of her citadel and magazines.
HMS Hood is the first Battleship to have access to the Defensive Fire consumable. This version of Defensive Fire is special, affecting only her short-ranged Anti-Aircraft Rocket mounts to a pronounced degree, lasts 60s and comes with three charges standard. In addition, Hood has a special Repair Party consumable. It may heal up to 60% of all penetration damage done by all sources instead of just 50%, similar to that of HMS Warspite. It still only recovers a maximum of 14% of Hood’s HP over 28 seconds like normal battleships, unlike Warspite which recovers 16.8% per charge.
- Damage Control Party
- Repair Party
- Defensive Fire
Module Upgrades: Four slots, standard British Battleship options
Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. During the Hunt the Bismarck campaign, two additional camouflage patterns will become available through completing Mission #6. The exact bonuses they provide were not disclosed by the time this was published.
- In her first slot, take Main Armaments Modification 1. You’re going to take a lot of hits in Hood and because of the aggressive angles you’ll be taking, many of them will strike your forward turrets and barbettes. This will help keep your guns in action against such punishment. If you’re planning on specializing her anti-aircraft armament, you should consider Auxiliary Armaments Modification 1 to increase the survivability of your rocket-mounts.
- In the second slot, you have two interesting choices. Optimally, taking Aiming Systems Modification 1 is best. This will tighten her shell groupings, especially at range, while simultaneously providing a slight increase to the range of her secondary gun batteries. Alternatively, you can seek to maximize her AA power by taking AA Guns Modification 2. This latter choice will not make her a threat to enemy aircraft carriers but it will provide some functionality with her Defensive Fire consumable but only if paired with Advanced Fire Training, so keep this in mind.
- In your third slot, Damage Control System Modification 1 is your best choice. This will increase her torpedo damage reduction from 16% to 18%
- And in your last slot, you have a choice of either Steering Gears Modification 2 or Damage Control System Modification 2. Take the latter if you’re afraid of fire, though she’s not any more flammable than other tier 7 Battleships.
Let’s start with the bad news: Hood doesn’t have very good weapon systems. Her main battery lacks penetration and her secondaries are horribly placed. These elements really hold the ship back from being truly excellent.
Hood has fewer secondary guns than Colorado and they’re largely placed towards the rear half of the ship..This creates large blind spots forward preventing them from being brought to bear when on the attack until a target is 35º off her bow. More often than not you will only have one or two turrets firing at most. While they may pick up the occasional low-health kill, it would be a serious mistake to rely upon these weapons or the specialize into improving their performance.
Hood has faster fuse-timers at 0.015s instead of Warspite’s 0.033s.
Hood’s accuracy is slightly worse than Warspite’s with 1.8 sigma instead of 2.0 sigma.
- The gimmicks of shortened fuses and improved auto-ricochet angles are nice and all, but they don’t prop up what are ultimately the weakest guns at their tier. Hood is under-armed with low DPM, low penetration and low range.
- Her secondary’s suck moose balls.
- Her accuracy is good, though, being as good as (or better) than some of the 2.0 sigma warships at her tier grace of the tighter British dispersion.
Turning Radius: 910m
Rudder Shift: 13.4s
Om nom nom, Atlanta. Hood has the speed to chase down many cruisers, especially if they don’t turn tail and run flat out.
Hit Points: 67,700
Maximum Protection: 25mm + 305mm + 40mm
Torpedo Damage Reduction: 16%
I ran lots (and lots, and lots) of tests of Hood’s anti-aircraft ability, both against bots and against volunteers like Lert. The more heavily specialized she became, the more more brutal her AA power became under the Defensive Fire consumable. It’s almost meme-worthy, but don’t swallow the hype wholesale.
AA Umbrella Ranges: 1.5km / 5.0km / 2.5km / 1.2km
AA DPS per Aura: 50 / 56 / 69 / 8
Much ado will be made about HMS Hood’s anti-aircraft defenses. Let’s get this out of the way before we go any further: Hood is selfish. Whatever you feel about the final values of Hood’s AA power, she isn’t designed around fleet-defense. Her dual purpose, 102mm guns may have the reach but can only do so much to help to a beleaguered ally, even when fully upgraded. Instead, Hood’s flak is meant to selfishly protect herself from enemy air attack.
The only redeemable quality of Hood’s anti-aircraft defenses comes solely from her two unique features — her anti aircraft rockets and her Defensive Fire consumable. On the surface, her rockets are pretty lackluster too. She has five mounts, each adding 10dps to the collective whole which isn’t spectacular. Worse, they have only a 1.5km range. Stock, they are utterly incapable of engaging enemy torpedo planes before they make their drop. At best, they can engage enemy dive bombers on their final attack run. Worse, her Defensive Fire consumable only affects these rocket mounts, meaning that the disruption effect provided by this consumable only touches planes that have slipped within this 1.5km window. Clearly, we’re not off to a great start. Thankfully, it gets better.
a.) Matchmaker placing you in a game with enemy carriers…
b.) …that are intent on trying to attack you with their planes…
c.) …before enemy surface ships destroy your AA rocket mounts.
How to be Mighty
There are two main Commander builds to consider for Hood.
- Anti-Aircraft Build, to maximize the defensive potential of Hood’s hilarious AA mechanics.
- A conservative, defensive build to stress concealment and fire damage mitigation.
“Hood has Defensive Fire? That would have been nice to know,” said a Taiho Captain after this attack run. Hood’s AA couldn’t prevent the drop of all three stacked torpedo squadrons, but it could shoot most of them down, making attacks like this prohibitively expensive.
- Held back by her weapons. Hood really makes you work for every scrap of damage done.
- Her anti-aircraft armament is a fun gimmick. Not very practical, but a lot of fun.
- Hood is a lot tougher than her historical reputation would suggest.
- Never underestimate the value of her speed.
I was (not-so secretly) hoping Hood was going to be a 30-knot, faster-firing version of HMS Warspite: Fast. Agile. Good DPM for her tier. Tough as nails if played right but uncompromising if mishandled and absolutely brutal in a close range fight if push comes to shove. That’s not what Hood ended up being and admittedly, it took me a little while to get over my disappointment of not being able to replace my favourite ship with something better. It’s almost like Wargaming didn’t want to give a Royal Navy fangirl a(nother) super-overpowered British boat. Harumph.
- PVE Battles
How well does the ship maintain profitability in Co-Op modes and how does she fare against bots?
As a Battleship, Hood is well suited to bullying bots and is a good choice for PVE Battles. She has an enormous hit point pool which keeps her low on the bot’s priority list and her AA power and agility is more than sufficient to avoid hits from CV auto-drops. Her repair costs sit at 26,775 credits with 90 credits spent per shell fired. However, she won’t make bank. A typical 400 base experience game will net about 50,000 credits after expenses without a premium account.
- Random Battle Grinding:
This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements.
While I do feel that Warspite is the better Battleship trainer between the two, Hood isn’t a bad ship. If you need only one Royal Navy Battleship trainer, I would recommend the former — she’ll be more cost effective. However, taken on her own merits, Hood is a good ship for grinding in Random Battles.
- For Competitive Gaming:
Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding.
It’s hard to recommend Hood for competitive gaming. While she would enjoy relative immunity from enemy CV predations, she’s just too blind and too under armed to be as strong a contender as Nagato, Scharnhorst or Gneisenau.
- For Collectors:
If you enjoy ship history or possessing rare ships, this section is for you.
Do I seriously need to fill this section out?
- For Fun Factor:
Bottom line: Is the ship fun to play?
Yep. I enjoyed my time with her. Although, I admit that the “look out for Bismarck” jokes got pretty old after a while.
- 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.
I still want one.