War on the Sea

War on the Sea

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The ships of war on the sea
By trenchgun92
This guide will describe each of the ship classes in war on the sea, as well as an overview of their weapons. Currently a WIP.
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The weapons- an overview
Before we get into the ships of war on the sea, i will discuss the weapons shown in the game (note that the specific gun types will be described in the ship reviews). In war on the sea there is a large variety of weapons, ranging from old fashioned cannons to state of the art torpedoes such as the type 93.

GUNS
Guns are the general purpose weapon on all ships barring merchants (which may have some weapons). generally guns have longer ranges than their counterparts, and provide a low damage output in comparison as a general rule. They are rather ineffective at long range due to high dispersion, meaning that the time to sink an enemy ship is rather long. Guns come in both the AA and Standard varieties, with some being dual purpose.

TORPEDOES
Torpedoes are the highest damage weapon in the game, they have short-medium range, are relatively slow and usually are carried by lighter ships or submarines. It is rare that you would open a battle with torpedoes, as they are usually a closer range weapon, but give smaller ships (or in some cases larger ships) a method to cause immense damage to an enemy vessel, with virtually nothing being able to survive a spread of torpedoes striking home. the major benefit of torpedoes over an equivalent damage bomb strike is the intense flooding caused by a torpedo impact.They are particularly dangerous in night battles.

DEPTH CHARGES
Depth charges are the same across all nations so far, they are the only weapon that can attack deep dived submarines and are fairly ineffective compared to the weapons of the later war ( hedgehog and squid ect). they sink at a rate of around 14.4 feet per second and will generally damage a submarine, thus forcing it to surface.

BOMBS
Bombs are the primary weapon of the Carrier air group ( CAG), they hit fairly hard, can penetrate armoured targets and cause major fires. They however do not typically cause flooding, meaning that they are better at disabling targets as opposed to sinking them (unless overkill is applied).

ROCKETS
Rockets are only currently held by the USN avenger bombers, they are excellent vs light targets such as destroyers and submarines, but are virtually useless vs heavily armoured targets. These in my opinion are the best way in the game to counter submarines.


That concludes the broad descriptions, i will move onto specific weapons next.
The weapons- Torpedoes
All ranges are given as maximum from the game files, they may be quoted as slightly different in game.


533mm 6th year torpedoes
Side: IJN
Range: 14500 yards
Speed: 26 knots
Damage: 205

These are not a particularly strong torpedo, they are very slow at 26 knots, and have a lackluster range (and with the 26 knot speed, a very long travel time). they are mainly found on second rate ships, and should not be considered a primary weapon by any means. They also have a small warhead, dealing only 205 damage.

610mm 8th year Torpedoes
Side: IJN
Range: 20000 yards
Speed: 28 knots
Damage: 345

These represent a massive improvement over the 533mm torpedoes, they have a vastly superior range, and travel slightly faster making their effective range further also. They have a much larger warhead dealing 345 damage, these however are still very much a second rate weapon.

Type 90 torpedo
Side: IJN
Range: 15000 yards
Speed: 35 knots
Damage: 400

The type 90 is a fast torpedo, with a medium range and large warhead, this makes it a close range weapon that will finish off nearly anything it hits in short order. Generally I would consider these superior to the 633's owing to the much faster run speeds and larger warhead. These are the first of the torpedoes in this list that i would consider acceptable as a primary weapon, and should be given a healthy dose of respect, if not outright fear.

Type 91 torpedo
Side: IJN
Range: 2000 yards
Speed: 42 knots
Damage: 264

The type 91 is an air dropped torpedo, hence its very short range but high speed. it is a very solid weapon, having a decent warhead and is fast. it is generally superior to the US equivalents, and is worth bringing over bombs against slow targets with poor AA.

Type 93 torpedo
Side: IJN
Range: 20000 yards
Speed: 49 knots
Damage: 525
This is the infamous 'long lance' torpedo, and is without question the strongest torpedo in the game at this time. It is fast at 49 knots, has an long range (and thus an exceptional effective range) and will tear anything it hits apart with ease. It leaves no wake, so targets have very little warning as to its approach. It is a first rate weapon, and should be used against high value targets. This is by far the best weapon in the IJN's arsenal and should be feared.

Type 95 torpedo
Side: IJN
Range: 12000 yards
Speed: 46 knots
Damage: 435
This is the IJN's submarine launched variant of the type 93. it uses a similar propulsion system and as such holds a long range and high speed for a weapon of its class, it also has an enormous warhead for its class. It blows the US mark 14 torpedo out of the water in every aspect, and is a very capable weapon.

Type 96 torpedo
Side: IJN
Range: 4000 yards
Speed: 49 knots
Damage: 590

This is a very short range, high speed torpedo which carries a massive warhead and leaves no wake, it is a derivative of the type 95, and as far as i am aware, not currently on any submarine in game.

Mark 13 torpedo
Side: USN
Range: 5200 yards
Speed: 30 knots
Damage: 350

This is on paper an alright air dropped torpedo, it is reasonably fast and has an ok range, with a good warhead for its class. however it has a horrendous dud rate of 0.3, meaning 1 in 3 torpedoes will be a dud. Just use bombs instead.

Mark 14 torpedo
Side: USN
Range: 8200 yards
Speed: 30.5 knots
Damage: 380

this is the USN's equivalent to the type 95, it has a short range average speed and slightly below average warhead. I would be an alright weapon if it didn't have a dud rate of 0.35, making it unreliable. Avoid this weapon if possible, as it makes USN subs very hit or miss.

Mark 15 torpedo
Side: USN
Range: 13000 yards
Speed: 26.5 knots
Damage: 490

This is a slow, short range torpedo that packs a massive punch. While its range and speed make it a very poor primary weapon, its large warhead means it is viable at near point blank range. This should be treated as a secondary weapon only, i would personally use this to ward off IJN ships attempting to close the range. it retains the high dud rate, making it unreliable in any circumstance.

Mark 18 torpedo
Side: USN
Range: 4000 yards
Speed: 29 knots
Damage: 350

On paper this is a worse mark 13 torpedo, but since it has a dud rate of only 0.06, making it far more useful. Otherwise it is a fairly average weapon.

Mark 24 torpedo
Side: USN
Range: 3660 yards
Speed: 12 knots
Damage: 55

While the mark 24 looks awful, it is actually an air dropped antisubmarine homing torpedo. not available in game at the moment, but would be by far the best ASW weapon in game.

Mark IX
Side: RN
Range: 12800 yards
Speed: 30 knots
Damage: 340

Pretty mediocre torpedo used by the royal navy, it is however reliable and as such makes a decent secondary weapon.
The weapons - bombs
HE Bombs

High Explosive (HE) bombs are the standard weapon for aircraft in game, they cause large fires and huge amounts of explosion damage. This makes them ideal for destroying unarmoured targets, with their effect reducing significantly against harder targets. it should be remembered even a super-battleship has large areas of poorly armoured structure, particularly the superstructure. This means that you can cause large fires and minor compartment damage against said targets, even if Armour Piercing (AP) bombs would be preferable.

AP Bombs

Armour piercing(AP) bombs are a more specialised weapon than their High Explosive (HE) counterparts, they do significantly less damage against light targets, since even a HE bomb would have no problems piercing their decks.n Against hard targets AP bombs perform significantly better than the HE counterparts, being able to reach and hit vulnerable components far more easily.

It is not necessary to go into each nations specific depth bombs (air dropped depth charge) or rockets, as currently they seem to perform the same.
The ships- IJN destroyers

Momi Class

The Momi class destroyer is a small IJN destroyer with a displacement of 850 tonnes and a top speed of 36 Knots. It is armed with three 12cm/45 3rd year Type 3 cannons and 4 533mm 6th year torpedoes.

Guns
The guns on the Momi are small, single purpose and not numerous. they can penetrate 6.7" of vertical armour at point blank range, with this dropping to 1.7" at around 10 thousand yards. it can pierce up to 1.7" of horizontal (deck) armour at 17 thousand yards, with this dropping off as you get closer.
the maximum range of the guns are 17500 yards, and they reload in 12 seconds, giving the ship a combined rate of fire of 15 rounds per minute. The bow and amidship guns both carry 260 rounds of high explosive ammunition, with the aft gun holding just 130 rounds. this means that the fore and amidship guns will consume their ammunition in 52 minutes of continuous fire , while the aft gun will consume its ammunition in 26minutes,

Protection

AA Coverage.
The Momi has AA guns just aft of the bow, and at the stern of the ship, they each cover around
180 degrees resulting in a large blindspot to both the port and starboard sides. this makes the
ship a poor AA escort.

Armour
The Momi has 0.7" of belt armour, and 2.2" of vertical magazine armour, with an additional 1" of
horizontal armour on the magazine. It has no torpedo protection system, and three damage
control teams.



Visibility and sensors
The Momi has no sonar and no Radar. It has a visual horizon of 6 nautical miles, a visual detection of 80% and a radar detection of 50%.



Conclusion
the Momi is a cheap, and reasonably quick destroyer which has very poor weapons and durability, it has no ASW capability and is borderline useless in a gunfight, its torpedoes are very poor making it ill suited to action as a torpedo boat. I would advise you avoid this ship like a plague, as it is completely awful, and should not even be considered for escort duties.

Minekaze Class

This is another small IJN destroyer, it displaces 1552 tonnes and has a top speed of 35 Knots. It is armed with four 12cm/45 3rd year Type 3 cannons and 6 533mm 6th year torpedoes, in three double centerline swivel mounts. It carries 36 Depth charges.

Guns

The guns on the Minekaze are small, single purpose and not numerous, although it has one more than the Momi. They can penetrate 6.7" of vertical armour at point blank range, with this dropping to 1.7" at around 10 thousand yards. it can pierce up to 1.7" of horizontal (deck) armour at 17 thousand yards, with this dropping off as you get closer.

the maximum range of the guns are 17500 yards, and they reload in 12 seconds, giving the ship a combined rate of fire of 20 rounds per minute. Each gun has 260 rounds of high explosive ammunition and 40 rounds of star shell ammunition. This means that the ship will consume its ammunition supply in 52 minutes of continuous fire.

Protection

The Minekaze is armed with 4 AA guns, two at the stern of the ship, facing aft and two amidships pointing outwards. the ship has no AA coverage over its frontal arc, making it vulnerable from frontal attacks.

Armour

The ship has 0.7" of belt armour and no deck armour, this armour only covers the machinery amidships, the magazines are protected with 2.2" of vertical armour and 1" of horizontal armour. The ship has no torpedo protection.
7 Comments
DiegoKevin 4 Oct, 2024 @ 7:30am 
Momis have 1 very good use, fast transports; why spend points on slow and weak cargo ships to transport troops and supplies, when a swarm of Momis can do the same but faster. Just keep the cargo ships and tankers exclusively for Engineering and fuel, and use Momis for transport and invasions..
Lik 12 May, 2022 @ 5:34am 
I've had vague success just slapping a ton of Momis into one fleet, so they're not completely useless as long as you don't mind losing the points they cost, which since they're dirt cheap isn't much. They can rush convoys and battleship squadrons, anything that doesn't have too many cruisers, and if you mix in a couple Wakatakes at strategic points in certain formations they can even be a heavy handed ASW group. They're also a nice last line of defense for a port that gets invaded often, like Guadalcanal itself, as by the time something reaches those ports you should've been whittling them down with air assets anyway and the Momi swarm can just overrun the survivors. Pair with one Kuma, Nagara, Sendai, or a Furutaka for relatively cheap scouting with planes and you can reasonably catch nearby convoys and drown them in torpedoes.
allenm454 20 Feb, 2022 @ 4:36am 
This is great of the community. Can’t wait for some good ole US carriers.
capt.duke 29 Dec, 2021 @ 9:15am 
Impressive data gathering; I appreciate what you've done here. I wonder if this could ever be presented in a quick reference chart one could use for setting formations prior to engagements; it's a lot of data to recall during game play. I hope you expand this someday.
Edgewalker 31 Oct, 2021 @ 7:16am 
Good guide, I hope to see it expanded with more ship types, especially US :-)
jostvanwair 20 Aug, 2021 @ 9:33am 
I'd love to see those Mark 24 "mines" added into the game for a later campaign.
ehrenfeld1946 8 Aug, 2021 @ 3:55am 
I am developing a website for War on the sea and Cold Waters. I would like to have your permission to add this information to the website. I would fully give you all the credit.
The website will be use for getting information and images while you playing the games.