Ship Stats & Guides
Player Leaderboard
Captain Skill Calculator
72574
How to make the Imperator Nikolai I look more OP7/27/2017 4:43:48 PM
Published By: LittleWhiteMouse
The following is a review of Oktyabrskaya Revolutsiya, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of July 27th, 2017.
 

You don't wanna know how many times I misspelled that.
 
Quick Summary:  An ugly-as-sin Soviet battleship with twelve 305mm guns, surprisingly good anti-aircraft firepower and a unique Damage Control Party consumable.
Cost:  Undisclosed at the time of publishing.
Patch and Date Written:  0.6.8.  July 24th, 2017 until July 27th, 2017.
 
Closest in-Game Contemporary
Imperator Nikolai I, Tier IV Russian Battleship
Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique

The Gangut-class of Battleships, to which Oktyabrskaya Revolutsiya belongs, precedes the Imperator Nikolai I through the Imperatrista Mariya-class of battleships, making the two ships two generations removed from one another.  The two ships look very similar, though Oktyabrskaya Revolutsiya is quite obviously a more modernized (and ooglay) looking ship that shares the same design philosophy.

Overall, Imperator Nikolai I is slower, tougher, with easier to use artillery.  Oktyabrskaya Revolutsiya is faster (but not much faster), with a quicker reload and comes  with much better anti-aircraft firepower.  Tier for tier, Nikolai is the better boat, hands down.  I don't think anyone's surprised.
 
PROs
  • Unique Damage Control Party consumable, with an accelerated recovery time (30s/20s) between uses.
  • Excellent waterline protection for bow tanking.
  • Powerful broadside with twelve 305mm rifles, creating large alpha strikes & good DPM.
  • Except for tiny sections of the bow and stern, her main hull and deck are all but immune to cruiser-caliber HE shells.
  • Good anti-aircraft firepower for her tier.
  • Small surface detection range for a battleship of 13.68km.
  • Gangut butt is best butt.
CONs
  • Damage Control Party has a finite number of charges per match.
  • Small hit point pool of 42,500.
  • Poor overall protection with 225mm belt armour, 203mm turret faces and 10% torpedo damage reduction.
  • Awkward gun placement combined with a slow turret traverse makes gun handling feel frustrating.
  • Her 305mm lack penetration power, especially when facing tier VII ships.
  • Pathetic secondary gun battery.
  • Short ranged AA firepower and unable to benefit from Manual Fire Control for AA Armament.
  • Feels rather blind without a spotter aircraft or float-plane fighter.

This is one of those warships that I've been eagerly awaiting to join the game.  Oktyabrskaya Revolutsiya is the lead ship of the Gangut-class Battleships.  She's actually the Gangut-herself, renamed by the Soviets after the Revolution.  She appears in this game in her full modernization received by 1944/1945.  This means she's a contemporary to the British Dreadnought-class battleship gussied up and shoe horned in a tier V.  Colour me amused.  Let's take a look under the hood.

Options
Like all battleships that aren't American or Japanese (or Warspite), Oktyabrskaya Revolutsiya's Damage Control Party has a 15s active period where it will not only remove any critical hits from damaged modules (as well as putting out fires and stopping floods), it will also prevent such damage from being reapplied so long as the consumable is active. Where this ship differs is with this consumable's reset timer. Normally, battleships suffer up to a two-minute cooldown between uses. This can be reduced to a minute and twenty seconds with the premium version. Oktyabrskaya Revolutsiya has a thirty second reset timer, standard. The premium version drops this down to a mere twenty (!) seconds.
 
And you're going to want the premium version of the consumable -- stock, Oktyabrskaya Revolutsiya can only use this consumable three times. Taking the premium version will not only accelerate her reset timer, it will also provide an additional charge. This can be further boosted with the Superintendent commander's skill to bring the total up to five.
 
Her Repair Party is standard for most Battleships, healing back 14% of her maximum HP over 28s
 
Consumables:
  • Damage Control Party
  • Repair Party
Module Upgrades: Three slots, standard Battleship options.  The Oktyabrskaya Revolutsiya does not get access to the American Artillery Plotting Room 1 upgrade.
Premium Camouflage: Type 9, tier II to V standard. This provides 30% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. 
 
For upgrades, select the following:
  •  In your first slot, take Main Armaments Modification 1.  This will help keep your guns active and will better allow you to face-tank incoming rounds.    Your turrets will be disabled frequently and this will help mitigate this.
  • In your second slot, take Aiming Systems Modification 1.  Oktyabrskaya is a Soviet Battleship and she needs all of the dispersion help she can get.  Alternatively, if you want to play with something sub-optimal, you can play up to her AA strengths and use AA Guns Modification 2 to help boost their range.  This really helps if your Captain also has Advanced Fire Training.  This can make tier IV and V carriers cry though be aware she'll never hold a candle to USS Texas.  Do keep in mind this is highly situational in its use, it will not protect you against tier VI+ CVs and you do suffer a small performance hit for taking this upgrade instead of the aiming modification.
  • In your final slot, take Damage Control System Modification 1.  This will bump your torpedo damage reduction up from 10% to 13%.
Firepower
Primary Battery: Twelve 305mm rifles in an A-P-Q-X configuration.
Secondary Battery: Ten 120mm rifles in casemates with six forward facing and four rear facing emplacements.
 

Oktyabrskaya Revolutsiya has marginally worse shell penetration compared to Scharnhorst which weighs in at 455mm / 363mm / 289mm respectively. This sits much further behind the 356mm guns found on New York and Texas with their values of 575mm / 467mm / 381mm and even the poor penetration values of HMS Hood at 491mm / 406mm / 337mm. This explains some of the difficulty this ship experiences when uptiered, especially against German and American Battleships.  When this happens, choose soft targets or be flexible with your ammunition types.
 
Let's start with her secondaries:  They're terrible.  By late WW2, the Soviet Army had already cannibalized six of her sixteen original secondary gun mounts for use in the defense of the Siege of Leningrad.  This leaves Oktyabrskaya Revolutsiya with a mere ten gun mounts for self defense and these guns are not up to the task.  They are mounted in casemates down the sides of the ship, with three facing forward and two aft per side.  In theory you could get five guns to engage an enemy ship, but that's seldom the case.  Usually it's only three.
 
They have many problems.  We can forgive their lack of range.  4.0km is pretty typical for low to mid tier battleships.   What's less forgivable is their horrid rate of fire at a mere 7.0rpm.  We'd expect this of larger caliber guns as the alpha damage (and increased penetration) from individual hits would make up for the disparity in DPM.  However, Oktyabrskaya Revolutisya's secondaries are a mere 120mm in size, dealing a pathetic 1,700 alpha damage and being capable of penetrating 19mm of armour or less.  The only redeemable quality is their high chance to set fires per hit at a respectable 8% which, some will rightly argue, is a very sizable perk.  Still, with the low volume of fire coming off the ship, any blazes will be a surprise.
 
Oktyabrskaya Revolutsiya uses the same guns found Imperator Nikolai I but with improved characteristics in range (16.8km versus 14.1km), rate of fire (1.88rpm  versus 1.67rpm) but worse overall shell groupings (1.8 sigma versus 2.0 sigma).   Their weapon performance is otherwise identical .  While these are formidable weapons in the limited matchmaker enjoyed by Nikolai at tier IV, the maps upon which Nikolai plays are small, the engagements ranges short, the action close and her opponents soft skinned. They really start to feel long in the tooth when regularly facing the demands found at tiers VI and VII that Oktyabrskaya Revolutsiya faces.
 
These are not bad weapons.  For 305mm rifles, they have very high damage potential.  Her AP shells are the hardest hitting of any of the twelve-inch guns with 8,600 alpha strike.  The improved rate of fire over Nikolai combined with the twelve rifles enables Oktyabrskaya Revolutsiya to compete well with the damage output of her peers.  She is quite capable of deleting any cruiser withing her matchmaking spread from nearly any angle and at anywhere within her range, or biting big 9,000 to 12,000 chunks out of a battleship, even without any citadel penetrations.
 
These guns aren't without their issues, however.  First, they are not as well situated as Nikolai's guns.  One of the notable strengths of Imperator Nikolai I is her ability to quickly reacquire targets on either side of the ship grace of having her A, P and Q batteries all forward facing.  This made it very easy for her to brawl and face tank.  Oktyabrskaya Revolutsiya's P turret is rear facing, reducing her ability to shift her fire from port to starboard and back with anything resembling alacrity.   It's not uncommon for P turret to be horribly out of position and unable to fire, or the ship needing the use of rudder to bring all of her guns on target.  With a glacial rate of rotation of 56.3s for a 180º turn, this problem is exacerbated.  This is, singly, the most frustrating aspect about this ship. Combined with this, her X turret has limited fields of fire and can only engage targets 39º off her bow.  Opening fire with her X-turret opens this ship up to reprisals, so make sure you time your fire correctly.  That ticks off problems two, three and four.
 
 Problem number five is one of penetration.  As mentioned previously, these guns perform brilliantly on Imperator Nikolai I with the close-range encounters she typically faces.  With Oktyabrskaya Revolutisya's ability to extend the weapon reach another 2.7km, the deficiencies in shell penetration become much more pronounced.  These are not high-penetration guns and their performance drops below 400mm worth of penetration at about 7km, precluding her from reliably landing citadel hits on enemy battleships beyond this range.  She loses the ability to reliably challenge battleship belt armour at 11km.  Like other low-penetration battleships such as HMS Hood and Scharnhorst, it's important to shift fire from attempting citadel hits to instead aim for the upper hull of enemy dreadnoughts at these ranges.  Otherwise, you'll find a lot of shells shatter, scatter and bounce off armoured belts.
 
Her high explosive shells are passable but unremarkable.  They do enjoy a high chance to start fires per shell at 33% and this can be a reasonable alternative when facing hard targets.  This shouldn't be the default ammunition selected when facing an angled ship, however.  Oktyabrskaya Revolutsiya can overmatch up to 20mm of bow armour which includes all cruisers within her matchmaking spread as well as all tier IV and V battleships. 
 
Here's the final fly in the ointment:  Oktyabrskaya Revolutsiya's main battery has only 203mm worth of armour and a maximum of 150mm of barbette protection. Her guns take penetrating hits often. Even with Main Armaments Modification 1 and Preventative Maintenance, critical hits are common place and catastrophic turret destruction isn't a rare occurrence. The closer Oktyabrskaya Revolutsiya gets to the enemy, the more often her turrets end up taking a lot of the abuse thrown at her.
 
Oktyabrskaya Revolutsiya has guns that are meant for brawling, but they're not quite ideally suited for such.  Her guns are vulnerable for a battleship.  The combination of poor turret placement, traverse times and fire angles increases the challenge too, and you can forget about her secondaries helping out.  Still, it's hard to argue with twelve rifles that put out more potential damage than ten 356mm guns.
 
Summary:
  • Gun handling is very poor and cannot be significantly improved.
  • Range is decent, firepower is good, penetration is fine at close to medium ranges.
  • Challenging battleships outside of 10km requires careful aim or switching to HE.
  • Her secondaries suck moose balls.

 

Oktyabrskaya Revolutsiya allows us to now plot the progression of Soviet Battleship dispersion over distance. It appears to be similar to American Battleship dispersion but with very slightly improved accuracy over distance and slightly worse accuracy at closer ranges. This places the Russians behind the Japanese and British for battleship accuracy and ahead of American and German Battleships and probably the French.  We'll need another French battleship in game before that can be made conclusive.
 
Manoeuvrability
Top Speed: 23.0knots
Turning Radius: 630m
Rudder Shift: 12.6s
Maximum Turn Rate: 4.3º per second.
 
Oktyabrskaya Revolutsiya is faster than a brick.  Hooray!  At a maximum speed of 23 knots (23.2 knots on a good day) she's not much faster, though.  In practice, if you're taking the appropriate WASD anti-torpedo hax counter measures in mind (or just helping her sluggish turrets track targets), she's usually sailing at less than 20 knots.  Like most battleships, Oktyabrskaya Revolutsiya loses about a little more than a quarter of her maximum speed while under manoeuvres.  With her rudder hard over, she'll bleed down to 17.2 knots and she will not recover this speed quickly.  This isn't a very flexible ship and on larger maps, she struggles as much as Warspite does to get from A to B.
 
For a rate of turn, Oktyabrskaya Revolutsiya measures up rather well.  She's not as agile as HMS Warspite -- arguably one of the fastest turning mid to late tier Battleships, but she does alright.  At 4.3º per second, she's halfway between Warspite's 4.5º and the 4.0º per second rotation of New Mexico.  Her 630m turning circle is comfortable, as is her 12.6s rudder shift time.  Both allow her to slip between islands and slide between torpedo runs with ease.  Be advised that as a tier V ship she cannot improve her rudder shift in any way.
 
The only downside is that her turrets cannot keep up.  They rotate at a mere 3.2º per second, and even Expert Marksman will not correct this, capping them out at 3.9º per second.  Players will be tempted to use their rudder to accelerate the rotation of their guns -- a problem compounded by the need for P & X turret to rotate a minimum of 180º  to engage targets on the other side of the ship.  Given the problems Oktyabrskaya Revolutsiya has with her armour scheme, the inevitable over angling this causes can lead to the ship's destruction in short order.
 
As you'll see in the next section, Oktyabrskaya Revolutsiya excels at tanking but from one direction (and one direction only).  This places a burden on her movement expectations.  You need to very carefully consider your lines of engagement.  Her guns will not allow her to quickly acquire a secondary target coming from an unseen quarter and her armour will not stand up to abuse.  Over extend, and you're dead.  Allow someone to get your flank and you're dead.  Careful positioning is the only way to counter this and she's not fast enough to allow you to recover from these mistakes.
 
Durability
Hit Points: 42,500
Citadel Protection: 225mm belt + 38mm turtleback + 19mm citadel wall
Min Bow & Deck Armour:  19mm (50mm to 125mm waterline protection)
Torpedo Damage Reduction:  10%


The major external armour values of Oktyabrskaya Revolutsiya's protection scheme (rear architecture visible in insert).  Note that while her armour isn't thick overall, having a little bit of armour almost everywhere provides some interesting quirks where HE and AP penetration are concerned.  Her major weak spot is the 19mm 'beak' of her bow.

Oktyabrskaya Revolutsiya will deliver a lot of mixed messages when you begin to analyze her survivability.  She's a story of contrasts. It's best summarized by a quick lists of pros & cons
 
The Good - Oktyabrskaya Revolutsiya has an armour design of a first generation dreadnought where the armour is spread out across the whole vessel.  The armour isn't as thick around her vitals as it will become with more modern designs, but this does provide the following benefits:
  •  Short of her superstructure and tiny weak spots on her bow and stern, she is largely immune to direct damage from destroyer and cruiser-caliber HE shells.  Only the Yorck can damage her reliably with HE.  Even Inertial Fuse for HE Shells does not provide 152mm armed cruisers with enough penetration to regularly land damaging hits.
  • The entirety of her waterline, from bow to stern is covered by a minimum of 50mm worth of armour with most of it being at least 125mm.  She will bounce almost everything thrown at her when she angles properly.
  • She can absolutely shut down attempts to stack damage over time effects on her with her short cooldown Damage Control Party.

The Bad - The big flaw about having armour spread out everywhere is that it's not especially thick where you need it most.

  •  Oktyabrskaya Revolutsiya's citadel protection is the worst at her tier with a maximum of 282mm worth of protection between the three layers of armour over her machine spaces.  She is extremely vulnerable to taking citadel hits when she does not angle properly.
  • Her turret faces are extremely thin for a battleship at a mere 203mm thick.  Even sloped back as they are (40º) this provides no more than 265mm worth of protection against shots at point blank range. Her barbettes are worse at only 150mm thick.  Oktyabrskaya Revolutsiya takes frequent critical hits to her guns, even from cruiser-caliber shells.
  • She has almost no torpedo protection.
  • Her Damage Control Party can run out.
  • She has the lowest hit point total among battleships at her tier.

So, she's a tough battleship that seems to shrug off AP and HE shells without issue one minute and,  with one mistake, she's a sinking wreck the next.  She can seem very forgiving but she punishes players dearly for their misplays.  The end is usually quite abrupt.  One of the culprits for this feast and famine durability is her low hit point total.  Oktyabrskaya Revolutsiya is not a very large vessel.   Not only can she survive less damage overall, this also reduces the amount of returns she sees from her Repair Party.  Her healing consumable can only recovery 5,950hp per charge.

The two most likely culprits of Oktyabrskaya Revolutsiya's demise are torpedoes and AP shells.  'Well DUH,' you might say, but Oktyabrskaya Revolutsiya takes battleship AP and torpedo vulnerability a step further than most battleships.  Over angling is deadly to this battleship, with her belt armour at 31º only increasing to a relative thickness of ~435mm.  This is well inside the penetration values of the American and Japanese 356mm guns at 10km or less and can result in the Oktryabrskaya Revolutsiya taking heavy damage from volleys.  This is an affliction similar to the one affecting Kongo -- veterans of this ships should be well familiar with this frustration. Texas and König are more forgiving of angling mistakes, grace of the raw thickness of their belt armour which can present a formidable obstacle. Proper management of Oktyabrskya Revolutsiya's angles of approach is key.  Never, ever give up her sides.
 
Fortunately, Oktyabrskaya Revolutsiya's armour scheme is proof against most heavy cruiser fire.  Even the high penetration, high Krupp values of the USN 203mm from Pensacola and Indianapolis cannot citadel her outside of 5.0km ranges, even against her flush broadside.
 
This ship has very little in the way of torpedo protection, taking near full health strikes from any fish that strike her hull.   She starts with only a 10% damage reduction while König, Kaiser, New York and Texas boast a minimum of 22% and as much as 31%.
 

Citadel protection of the tier V Battleships, including the WiP Iron Duke.

* Hits penetrating torpedo bulges but not into the ship itself do not strip hit points from a vessel.  To this end, the thickness of the belt armour is paramount for preventing ships from taking penetration damage.  This explains why ships like Kongo still feel "soft skinned" even though she has similar levels of citadel protection to other battleships.  Note that the angle turtleback armour is measured from the vertical, so 90º would be a horizontal piece of steel.  Turtleback armour isn't the be-all, end-all for citadel protection.  Burying the citadel deep beneath the waterline seems to do more for keeping these vulnerable areas safe. 
 
 Where Otkyabrskaya Revolutsiya really stands apart from all other Battleships is her Damage Control Party. As previously mentioned in the options section, this has an accelerated reset timer of 30s/20s depending on the stock or premium version.  With the skills High Alert, Jack of All Trades and the signal flag November Foxtrot, you could theoretically get this reset timer down to 16 seconds (that's a hell of an investment for a mere four second gain).  On paper it would appear to give this Russian battleship near immunity to damage over time effects.  However, the limited number of charges on the consumable precludes that.
 
In my experience, it's better to keep to the same habits you would use with other battleships.  Do not activate Oktyabrskaya Revolutsiya's Damage Control Party until there are two fires or a flood present.  This will prevent you from running out of charges too early on in a match.  You have the option of accelerating the use of the consumable when it will save you, but be cautious of over use.  When I played this ship, I always began with five charges available and I only ran out during one match.
 
Concealment & Camouflage
Base Surface Detection Range: 13.68km
Air Detection Range: 9.8km
Minimum Surface Detection Range: 11.41km
Main Battery Firing Range: 16.83km
Surface Detection Rank within Tier:  1st
Surface Detection Rank within Matchmaking: 3rd
 
 Oktyabrskaya Revolutsiya is one damn stealthy battleship.  Only Imperator Nikolai I has less stock surface detection range.  Arkansas Beta can out match her grace of its ship-defining access to extra upgrade slots that lets her potentially use Concealment Modification 1.  But other than that, Oktyabrskaya Revolutsiya is always going to see enemy battleships before they see her.  This is a good thing for this vessel as this not only shores up her survivability, but it also lets her undermine one of the weaknesses of her main battery.  She can close the distance and get close to her optimal firing range and not have to suffer the issues of her penetration.
 
I do question how exactly Oktyabrskaya Revolutsiya is justified as being so stealthy.  I mean, she's got a large enough superstructure to make Fuso say:  "Whoa, that's a bit excessive, don'tcha think!?"  Maybe the lookouts get blinded by the hideousness of this ship that they fail to relay her position?
 

Well, that's certainly one way of staying undetected.
 
Anti-Aircraft Defense
AA Battery Calibers: 76mm / 37mm / 12.7mm
AA Umbrella Ranges: 3.5km / 3.5km / 1.2km
AA DPS per Aura: 21 / 103 / 47
 
 For a tier V battleship, Oktyabrskaya Revolutsiya has good AA defense.  It's not exceptional, however.  She stands above all of her contemporaries with the notable exception of the American premium, USS Texas.  She actually shares the Lone Star State's AA flaw with her anti-aircraft guns being limited to self defense ranges.  Her DPS weighs in at just shy of half the overall firepower of the American vessel and is comparable to HMS Warspite's totals while being a full tier lower.  This is a very respectable sum and can form the basis of an efficient self defense umbrella should a player elect to increase this further.
 
Basic Fire Training and Advanced Fire Training along with the upgrade AA Guns Modification 2 will round out Oktyabrskaya Revolutsiya's AA total at  approximately 207dps with the majority of that firepower reaching up to 5.1km.  She does not possess anti-aircraft mounts big enough to benefit from Manual Fire Control for AA Armament, so this skill should be avoided.  Short of taking the November Echo Setteseven signal, this is the limit of the pre-game improvements that can be made.
 
Left on it's own, Oktyabrskaya Revolutsiya's anti-aircraft firepower is okay -- enough to bruise carrier squadrons up to tier V and make it far too expensive for tier IV carriers to make continued attack runs against you.  The heavy specialization will make her a similarly prickly target for tier V carriers, draining their flight hangars of strike aircraft.  However, she cannot make her anti-aircraft firepower strong enough to dissuade tier VI+ carriers, never mind provide her with the illusion of being safe from their predation.
 
As word gets out about her Damage Control Party, it's possible that focus from enemy carriers will drop off.  Carriers cannot stack damage over time effects on Oktyabrskaya Revolutsiya.  Dive Bombers start fires?  Put them out.  Within twenty seconds after it's active period ends it will be available again to  stop any follow-up floods.  It often takes carriers that long to line up their second attack run so the risks of receiving stacked damage effects is very low.  Short of dealing massive alpha strikes, picking on Oktyabrskaya Revolutsiya with combined air strikes just isn't worth the time and effort.
 
A Tale of Two Builds
Let's not mince words.  Here's the optimal build for Oktyabrskaya Revolutsiya.  Here's what you take for your first 10pts:
  • From the first tier, Preventative Maintenance is the best choice.  However, if you find yourself struggling not only with situational and map awareness, but risk assessment, then Priority Target becomes more valuable. 
  • From tier two, take Expert Marksman.  This will increase your turret rotation up to 3.9º per second.  This is still terrible, but it's a damned sight better than it was.
  • At tier three, take Superintendent.  This doubles up to give you an extra charge of both Damage Control Party and Repair Party.   You should still be taking the premium version of both of these consumables, by the way.  This skill doesn't substitute the premium consumable, it only supplements it.
  • And finally, take Concealment Expert at tier four.  This plays to Oktyabrskaya Revolutsiya's strengths and lets you get into and out of trouble so much easier.

From here, pick up Adrenaline Rush to boost your rate of fire as you take damage.  This should be followed up with Basic Fire Training and Advanced Fire Training to boost your good AA power.  Carriers are much more commonplace at low tiers, so you will get good use out of these skills, though they have diminishing returns when facing tier VI and VII aircraft carriers. 

The standard battleship survivability skills have much less value due to Oktyabrskaya Revolutsiya's Damage Control Party. However, a reasonable alternative to the AA build is to keep Adrenaline Rush but take Basics of Survivability and Vigilance instead.  The former will reduce the damage taken from single-fires (which you should normally let run their full course) and Vigilance will give you a bit more warning on torpedoes.  This is handy given her preference to be up front.  With the one point leftover, double back and grab Priority Target or Preventative Maintenance -- whichever one you skipped out on at tier one.
 
Overall Impressions
Skill Floor: Simple / Casual / Challenging / Difficult
I still have concerns that the management of the charges on Oktyabrskaya Revolutsiya's Damage Control Party will present a skill-barrier for casual players who pick up this ship. Having five charges through the use of Superintendent and the premium version of the consumable is very comfortable. Three would not be. There's the added problems of her bad traverse and her squishy-as-an-Omaha (I exaggerate) citadel. Yeah, I can see a lot of inexperienced players being frustrated with this ship.

Skill Ceiling: Low / Moderate / High / Extreme
This ship is rather inflexible.  While she has the firepower to really carry a match, she's missing that element of speed to take her carries to the penultimate level.  Most of the usual battleship tricks apply to this ship.  The gimmick of her Damage Control Party is another parlor trick she can play against her opponents.
 
Mouse's Summary:
  • You're probably going to hear a lot of negative press about this ship facing higher tiered ships.  Look, if you're normally intimidated by facing ships two tiers higher, then yeah, keep clear.  However, Oktyabrskaya Revolutsiya can easily punch over her weight class.  Seriously.  Her guns are good.  Her stealth is good.  Her durability is good.  You can make that work.
  • Speaking of her guns -- treat them like Scharnhorst's AP shells and you'll do just fine.  It's twelve Scharnhorst guns every 32 seconds as opposed to nine every 20s.
  • The biggest hurdle in this ship is overcoming the awful traverse and placement of P-turret.  Seriously, you're going to want to use your rudder to accelerate it's turn.  Just don't do it.  I dunno how many times this caused me to over angle and get me sunk.

I loved playing this ugly ship.  It's amazing how many problems you can solve with 5.65 tons of Stalinium.  Every thirty-two seconds, there's another problem solved.  Despite the teething issues I had with her gun traverse, this is a fun ship to play.  She's as unsubtle as she looks.  She hits like a truck, she tanks like a truck, and she looks like something a truck ran over.  There was only one problem I really had with her:

She doesn't brawl well.
 
Imperator Nikolai I brawls with the best of them, so I thought it natural to give it a go in Oktyabrskaya Revolutsiya.  Imagine to my surprise to find out she had issues here.  Don't get me wrong -- she's an absolute rockstar from the moment you set your sights on your prey and during the opening stages.  She bow tanks with the best of 'em and her 305mm guns really put down the hurt.  She just can't seem to finish the fights she starts.  Everything on the approach will be just fine, but it's that key moment when your ship's paths cross alongside one another that everything goes to Hell.  Oktyabrskaya Revolutsiya eats citadel hits like an Omaha in these engagements.   It's like one moment she's a big ol' battleship and the next she's some wussy German light cruiser with an allergic reaction to loud noises.
 
If you can survive that crossover, you should be okay.  Her best-butt is pretty tanky.  Just don't over angle.  But it's surviving that crossover that's really going to be the clincher.  I've only managed it once in all of my test games.  It made me have a sad.
 
Overall, this ship is a great addition to the meta.  She's strong without being unfair.  She's got flaws that can be exploited and I appreciate that not only from the challenge playing her well but also in anticipation of playing against her in the future.  This battleship will make cruisers and gunship destroyers cry for the ease at which she shrugs off their fire damage.  She'll frustrate CVs by negating their damage over time effects.  Yet, torpedo boats will laugh at the ease at which they dispatch her small hit point pool and lack of torpedo protection.  Enemy battleships that learn her weaknesses can bully her for days. 
 
I am very much looking forward to this ship being made widely available.
 
Would I Recommend?
Oktyabrskaya Revolutsiya is tier V and that's going to be a huge strike against her for many players.  This tier is the first one out of the kiddy-pool, so to speak, and she shoulders an undue amount of Matchmaking burden to populate tier VI and VII matches.  Tier V faces higher tiered opponents often in Random Battles -- maybe too often in the views of some players.    Oktyabrskaya Revolutsiya isn't ideal for such fights, but she can certainly hold her own and she can certainly perform.
  • PVE Battles
    How well does the ship maintain profitability in Co-Op modes and how does she fare against bots?

She does splendidly in PVE Battles, so I would recommend her for Co-Op and Scenario Players.  Most battleships tend to do well here and Oktyabrskaya Revolutsiya is no exception.  In Scenarios, she might be a bit slow, both on straight-line speed and gun traverse to respond to threats quickly, so make sure you evaluate the needs of the mission before blindly taking this ship out.  She's good for applying direct firepower and tanking from one direction (and one direction only).

  • Random Battle Grinding:
    This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements.
It's harder to recommend her here, so I'm going to give her a pass.  Lemme explain why:  First, she's not a big credit earner.  Anything below tier VI really struggles in that department, so that's out.  Two, the experience gains for a truly excellent game will struggling to exceed 1750 base experience.  This in turn means lower captain training.  Three, she has some pretty specific needs for a Captain that do not gel well with the current Soviet tech tree, so she's a bad trainer.  The one thing she is good at is achievements.  She farms High Caliber, Confederate and Dreadnought achievements like a champ.
  • For Competitive Gaming:
    Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding.

She'll pad your win rate in Random Battles if you're confident with facing higher tiered opponents.  She clubs seals like no one's business on top of that.  If Wargaming opens up Ranked Battles for tier V, she'd be a good choice.  The mix of firepower, durability, agility and AA power are welcome.

  • For Collectors:
    If you enjoy ship history or possessing rare ships, this section is for you.

I still have very fond memories of sinking the Marat in IL-2 Sturmovik.  This one is a no brainer for me, but I have a history with this class of ships.  Some of you might not.

  • For Fun Factor:
    Bottom line: Is the ship fun to play?

If you can get past her awful turret traverse, then heck yeah, she's a lot of fun.

  • 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.
 
 
Comments