Difference between revisions of "Admiral Hipper"

From War Thunder Wiki
Jump to: navigation, search
(Edits)
(Edits)
 
(6 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
{{Specs-Card
 
{{Specs-Card
 
|code=germ_cruiser_admiral_hipper
 
|code=germ_cruiser_admiral_hipper
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
+
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.jpg}}
 
}}
 
}}
  
Line 12: Line 12:
 
{{Specs-Fleet-Armour}}
 
{{Specs-Fleet-Armour}}
 
<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 
<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
The Admiral Hipper is one of the most well-protected ships in the game, featuring strong armour covering much of the ship in a turtleback scheme. She also possesses one of the largest crew counts in the game. As a result, against more wild, undirected fire, the Admiral Hipper is extremely resilient. However, she possesses a few fatal and well-known weak spots: both frontal and rear magazines are massive and very prone to detonate when hit even by smaller 6-inch shells. As a result, it is best to stick to long range-engagements and frequently change your heading to prevent the enemy from precisely targeting it while making full use of your extremely high-penetrating shells.
+
The Admiral Hipper, lead ship of her class, is one of the most powerful cruisers in the German bluewater fleet, featuring a comprehensive armour scheme that can be quite resilient against cruiser gunfire. Due to her intended purpose as a raider capable of capturing merchant ships, the Hipper has an unusually high crew count, which would have been used to crew captured ships in real life, but serves as an extra buffer of crew in game. However, she possesses a few fatal and well-known weak spots: both frontal and rear magazines are massive and very prone to detonation should an opposing player be able to penetrate their armour.  
  
 
=== Mobility ===
 
=== Mobility ===
Line 29: Line 29:
 
{{main|20.3 cm/60 SK C/34 (203 mm)}}
 
{{main|20.3 cm/60 SK C/34 (203 mm)}}
  
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
+
The {{PAGENAME}}'s primary armaments consists of eight 203 mm/60 SK C/34 cannons arranged in four twin turrets mounted A-Bs-Xs-Y. The guns are notable for being effective at dealing damage to all kinds of targets, save for battleships at range. The guns have a good reload time of 12 seconds (ace crew) and have a decent firing arc, giving the {{PAGENAME}} a consistent damage output against enemy ships.
{| class="wikitable sortable" style="text-align:center" width="100%"
+
 
! colspan="8" | Penetration statistics
+
The 203 mm guns have three shell choices; a HE shell with 8.8 kg TNTe, a SAP shell with decent penetration (160 mm at 10 km) and sizeable filler of 5.35 kg TNTe, and a powerful APCBC shell which has very high penetration (265 mm at 10 km) that allows the {{PAGENAME}} to deal damage against heavily-armoured dreadnoughts up close, and makes the ship especially deadly at closer range against any target.
|-
+
 
! rowspan="2" data-sort-type="text" | Ammunition
+
As each shell has a high velocity of 925 m/s, this results in good accuracy, and thus makes aiming easier.
! rowspan="2" | Type of<br>warhead
+
 
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
+
{{:20.3 cm/60 SK C/34 (203 mm)/Ammunition|20.3 cm L/4.7 Kz HE, 20.3 cm L/4.4 (m.Hb) APBC, 20.3 cm L/4.7 Bdz (m.Hb) SAP}}
|-
 
! 1,000 m !! 2,500 m !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m
 
|-
 
| L/4.7 Kz HE || HE || 61 || 61 || 61 || 61 || 61 || 61
 
|-
 
| L/4.4 (m.Hb) APBC || APCBC || 421 || 378 || 316 || 266 || 226 || 170
 
|-
 
| L/4.7 Bdz (m.Hb) SAP || SAPBC || 242 || 218 || 182 || 153 || 130 || 98
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>mass (kg)
 
! rowspan="2" | Fuse delay<br>(s)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive mass<br>(TNT equivalent) (kg)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| L/4.7 Kz HE || HE || 925 || 122 || 0 || 0.1 || 8.88 || 79° || 80° || 81°
 
|-
 
| L/4.4 (m.Hb) APBC || APCBC || 925 || 122 || 0.035 || 9 || 2.65 || 48° || 63° || 71°
 
|-
 
| L/4.7 Bdz (m.Hb) SAP || SAPBC || 925 || 122 || 0.035 || 9 || 5.35 || 48° || 63° || 71°
 
|-
 
|}
 
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{Specs-Fleet-Secondary}}
 
{{Specs-Fleet-Secondary}}
{{main|10.5 cm SK C/33 AA (105 mm)}}
+
{{main|SK C/33 AA (105 mm)}}
  
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
+
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''
{| class="wikitable sortable" style="text-align:center" width="100%"
+
 
! colspan="8" | Penetration statistics
+
{{:SK C/33 AA (105 mm)/Ammunition|10.5 cm Sprgr. L/4.4 Kpf.Z, 10.5 cm Sprgr. L/4.4 Zt.Z, 10.5 cm L/4.2 AP}}
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 
|-
 
! 1,000 m !! 2,500 m !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m
 
|-
 
| Sprgr. L/4.4 Kpf.Z || HE || 20 || 20 || 20 || 20 || 20 || 20
 
|-
 
| Sprgr. L/4.4 Zt.Z || HE-TF || 20 || 20 || 20 || 20 || 20 || 20
 
|-
 
| L/4.2 AP || APHE || 178 || 146 || 106 || 78 || 59 || 46
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>mass (kg)
 
! rowspan="2" | Fuse delay<br>(s)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| Sprgr. L/4.4 Kpf.Z || HE || 900 || 15.1 || 0 || 0.1 || 1,550 || 79° || 80° || 81°
 
|-
 
| Sprgr. L/4.4 Zt.Z || HE-TF || 900 || 15.1 || 0 || 0.1 || 1,550 || 79° || 80° || 81°
 
|-
 
| L/4.2 AP || APHE || 860 || 15.8 || 0.015 || 5 || 343.2 || 47° || 60° || 65°
 
|-
 
|}
 
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
 
{{Specs-Fleet-AA}}
 
{{Specs-Fleet-AA}}
{{main|3.7 cm SK C/30 (37 mm)|2 cm/65 C/38 (20 mm)|2 cm/65 Flakvierling 38 (20 mm)}}
+
{{main|SK C/30 (37 mm)|2 cm/65 C/38 (20 mm)|2 cm/65 Flakvierling 38 (20 mm)}}
  
 
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''
 
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''
Line 124: Line 58:
  
 
=== Scout plane ===
 
=== Scout plane ===
{{main|Ar 196 A-3}}
+
{{Specs-Fleet-Plane}}
  
 
Located amidships is a single catapult for an Arado Ar 196 scout plane which provides unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units, but lack munition choices and cockpit views. Alongside the typical abilities of strafing, dropping 2 x 50 kg bombs, and capping zones, the Ar 196 and other scout planes have the added ability to lay down smoke cover (up to 3 times). It is essentially the [[Ar 196 A-3|event aircraft]] except with smoke generators, so it will be a familiar unit for those who have the event version. Captains will be wise to remember to utilise the aircraft and consider when best to use it, for example to cap a point early or late in the match, to drop a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new!
 
Located amidships is a single catapult for an Arado Ar 196 scout plane which provides unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units, but lack munition choices and cockpit views. Alongside the typical abilities of strafing, dropping 2 x 50 kg bombs, and capping zones, the Ar 196 and other scout planes have the added ability to lay down smoke cover (up to 3 times). It is essentially the [[Ar 196 A-3|event aircraft]] except with smoke generators, so it will be a familiar unit for those who have the event version. Captains will be wise to remember to utilise the aircraft and consider when best to use it, for example to cap a point early or late in the match, to drop a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new!
Line 130: Line 64:
 
== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' -->
 
<!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' -->
The Admiral Hipper is an immensely powerful heavy cruiser which shows very few signs of weakness. Like the other German cruisers, it's exceptionally strong, with great anti-torpedo protection and turtle back armour, giving it fantastic waterline armour. This, combined with a huge crew count, means the Hipper needs to take a huge amount of punishment to be sunk. The Hipper's main armament - eight 8-inch guns in dual turrets - is also very effective, with a 12-second reload and stunning armour penetration and muzzle velocity (enough in some cases to penetrate even battleship armour). It also boasts a strong secondary armament, a phenomenal anti-aircraft suite at both close and long range, and good torpedoes. The Hipper should be played as a long range brawler, able to dish it out and take damage from other heavy cruisers, while also combatting enemy aircraft with ease.
+
The Admiral Hipper is a powerful heavy cruiser. It's well protected, with some anti-torpedo protection and turtle back armour. Combined with a large crew count, this means the Hipper usually needs to take a huge amount of punishment to be sunk, however experienced players in ships with good AP shells may be able to take out the ship in fairly short order by targeting its vulnerable magazines. The Hipper's main armament - eight 203 mm guns in dual turrets - is also very effective, with a 12-second reload and stunning armour penetration and muzzle velocity (enough in some cases to penetrate even battleship armour). It also boasts a decent secondary armament, a capable anti-aircraft suite and good all-round torpedoes. The Hipper should be played as a long range brawler, able to dish it out and take damage from other cruisers, potentially threatening capital ships at closer ranges. That being said, capital ships are still by far superior in terms of protection and firepower, you should only draw their attention if you're absolutely sure you can take them out first.  
 
 
The main weakness for the Hipper comes from its status - everyone knows how dangerous it is. Most skilled players will know to target this ship first, and while the armour is good, it isn't enough to save it from other eight-inch guns at close range, or battleship guns at any range. Stay on the move, use cover, and keep an eye out for anything with guns bigger than yours, and you should stay alive. In the meantime, use your accurate guns to punish other cruisers from long range, and even battleships if you can flank them.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 139: Line 71:
 
'''Pros:'''
 
'''Pros:'''
  
* Phenomenal firepower from the main battery that can punish any cruiser at long range and even battleships that get too close
+
* Great quality main battery shells with a decent reload
* Fantastic AA suite which can decimate aircraft even from long range
+
* Plenty of AA armament
* Great armour protection against small calibre guns
+
* Comprehensive armour layout, effective against cruiser and destroyer
* Huge crew size make it tough to sink, especially for light cruisers
+
* High crew count
* Very mobile despite its size, allows it to reposition with ease
+
* Fairly mobile despite its size
* One scout seaplane
+
* Equipped with a seaplane
  
 
'''Cons:'''
 
'''Cons:'''
  
* Excessive listing at high speed or on a turn, resulting in poor aiming quality. The situation worsens in arcade battle.
+
* Excessive listing at high speed or on a turn, resulting in poor aiming quality. The situation worsens in arcade battle
* The armour is weak in terms of absolute thickness, meaning large calibre guns can overmatch your armour
+
* Large target, easily recognisable
* Main battery magazines are located above shell rooms, meaning that a detonation is likely to be fatal
+
* The armour is relatively weak in terms of absolute thickness, meaning large calibre guns can overmatch your armour
 +
* Very vulnerable main magazines
 +
* No radar
  
 
== History ==
 
== History ==
Line 160: Line 94:
 
Admiral Hipper, named after an imperial German admiral, was the first ship of the class to see completion, being commissioned into service in April 1939. After passing sea trials, Admiral Hipper was assigned to her first combat mission - Operation Weserübung - the invasion of Denmark and Norway, where it took part in a battle with the British destroyer Glowworm and also participated in the sinking of the trawler Juniper (930 tons) and the military transport Orama (19,000 registered tons). Subsequently, Admiral Hipper steamed out into the Atlantic to intercept allied shipping in December 1940, but without significant success. The first campaign wasn't particularly successful, but during the second campaign in January and February of 1941, the Admiral Hipper attacked SLS-64, an unprotected convoy - this attack on ship count alone, was the most effective from both world wars.
 
Admiral Hipper, named after an imperial German admiral, was the first ship of the class to see completion, being commissioned into service in April 1939. After passing sea trials, Admiral Hipper was assigned to her first combat mission - Operation Weserübung - the invasion of Denmark and Norway, where it took part in a battle with the British destroyer Glowworm and also participated in the sinking of the trawler Juniper (930 tons) and the military transport Orama (19,000 registered tons). Subsequently, Admiral Hipper steamed out into the Atlantic to intercept allied shipping in December 1940, but without significant success. The first campaign wasn't particularly successful, but during the second campaign in January and February of 1941, the Admiral Hipper attacked SLS-64, an unprotected convoy - this attack on ship count alone, was the most effective from both world wars.
  
Admiral Hipper was then transferred to Norway, where it took part in raids against the arctic convoys headed for the Soviet Union. As part of an operational group, it took part in Operation Rösselsprung (Knight's move) which, although not a success, resulted in the almost total destruction of the allied PQ-17 convoy by German submarines and aircraft. In December of 1942, during Operation Regenbogen (Rainbow) a battle took place in the Barents Sea which was unofficially labelled as "New Year's Battle" or "New Year's Shame" the ship was damaged and sent back to Germany for repair. The failure of the operation led to a historical decision by Hitler to order the scrapping of all large warships. Admiral Hipper was transferred to the reserves and at the beginning of 1945, arrived in Kiel where it was damaged during allied air strikes in May of the same year. The defenders on the partially disarmed ship showed no enthusiasm for its survival and as a result, the ship burned out and sank to the dock seabed. After the war, the ship was once again raised and taken apart for scrap up to 1952.
+
Admiral Hipper was then transferred to Norway, where it took part in raids against the arctic convoys headed for the Soviet Union. As part of an operational group, it took part in Operation Rösselsprung (Knight's move) which, although not a success, resulted in the almost total destruction of the allied PQ-17 convoy by German submarines and aircraft. In December of 1942, during Operation Regenbogen (Rainbow) a battle took place in the Barents Sea which was unofficially labelled as "New Year's Battle" or "New Year's Shame" the ship was damaged and sent back to Germany for repair. The failure of the operation led to a historical decision by Hitler to order the scrapping of all large warships. Admiral Hipper was transferred to the reserves and at the beginning of 1945, arrived in Kiel where it was damaged during allied air strikes in May of the same year. The defenders on the partially disarmed ship showed no enthusiasm for its survival and as a result, the ship burned out and sank to the dock seabed. After the war, the ship was once again raised and taken apart for scrap up to 1952.
  
 
''- From [[wt:en/news/6346-development-admiral-hipper-commanding-the-high-seas-en|Devblog]]''
 
''- From [[wt:en/news/6346-development-admiral-hipper-commanding-the-high-seas-en|Devblog]]''

Latest revision as of 07:31, 9 November 2024

Introducing Wiki 3.0
Admiral Hipper
germ_cruiser_admiral_hipper.png
GarageImage Admiral Hipper.jpg
ArtImage Admiral Hipper.jpg
Admiral Hipper
AB RB SB
5.7 5.7 5.7
Research:105 000 Specs-Card-Exp.png
Purchase:310 000 Specs-Card-Lion.png

Description

The Admiral Hipper-class, Admiral Hipper, 1942 is a rank IV German heavy cruiser with a battle rating of 5.7 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".

General info

Survivability and armour

Armourfront / side / back
Citadel80 / 80 / 30 mm
Main fire tower160 / 70 / 90 mm
Hull25 mm (steel)
Superstructure10 mm (steel)
Number of section8
Displacement18 210 t
Crew1 400 people

The Admiral Hipper, lead ship of her class, is one of the most powerful cruisers in the German bluewater fleet, featuring a comprehensive armour scheme that can be quite resilient against cruiser gunfire. Due to her intended purpose as a raider capable of capturing merchant ships, the Hipper has an unusually high crew count, which would have been used to crew captured ships in real life, but serves as an extra buffer of crew in game. However, she possesses a few fatal and well-known weak spots: both frontal and rear magazines are massive and very prone to detonation should an opposing player be able to penetrate their armour.

Mobility

Speedforward / back
AB70 / 25 km/h
RB60 / 22 km/h

Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 70 25
RB/SB Stock ___ ___
Upgraded 60 22

Modifications and economy

Repair costBasic → Reference
AB11 390 → 15 433 Sl icon.png
RB11 287 → 15 293 Sl icon.png
Total cost of modifications93 000 Rp icon.png
154 800 Sl icon.png
Talisman cost1 800 Ge icon.png
Crew training90 000 Sl icon.png
Experts310 000 Sl icon.png
Aces1 200 Ge icon.png
Research Aces570 000 Rp icon.png
Reward for battleAB / RB / SB
450 / 600 / 100 % Sl icon.png
178 / 178 / 178 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
3 700 Rp icon.png
Cost:
6 200 Sl icon.png
230 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
210 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
4 700 Rp icon.png
Cost:
7 800 Sl icon.png
290 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
6 000 Rp icon.png
Cost:
10 000 Sl icon.png
370 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
3 700 Rp icon.png
Cost:
6 200 Sl icon.png
230 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
210 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
210 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
4 700 Rp icon.png
Cost:
7 800 Sl icon.png
290 Ge icon.png
Mods ship venting.png
Ventilation
Research:
4 700 Rp icon.png
Cost:
7 800 Sl icon.png
290 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
6 000 Rp icon.png
Cost:
10 000 Sl icon.png
370 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
6 000 Rp icon.png
Cost:
10 000 Sl icon.png
370 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
3 700 Rp icon.png
Cost:
6 200 Sl icon.png
230 Ge icon.png
Mods he frag dist fuse ship.png
105mm_germany_skc32_navy_dist_fuse_he_ammo_pack
Research:
3 700 Rp icon.png
Cost:
6 200 Sl icon.png
230 Ge icon.png
Mods tank ammo.png
203mm_ger_skc34_pzgr_navy_apc_ammo_pack
Research:
3 700 Rp icon.png
Cost:
6 200 Sl icon.png
230 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
210 Ge icon.png
Mods tank ammo.png
105mm_germany_skc32_navy_AP_ammo_pack
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
210 Ge icon.png
Mods tank ammo.png
203mm_ger_skc34_sprgr_bdz_navy_he_base_fuze_ammo_pack
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
210 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
4 700 Rp icon.png
Cost:
7 800 Sl icon.png
290 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
4 700 Rp icon.png
Cost:
7 800 Sl icon.png
290 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
6 000 Rp icon.png
Cost:
10 000 Sl icon.png
370 Ge icon.png
Mods shipSupportPlane.png
Hydroplane
Research:
6 000 Rp icon.png
Cost:
10 000 Sl icon.png
370 Ge icon.png

Armament

Primary armament

4 х Turret2 x 20.3 cm/60 SK C/34 cannon
Ammunition280 rounds
Vertical guidance-10° / 37°

The Admiral Hipper's primary armaments consists of eight 203 mm/60 SK C/34 cannons arranged in four twin turrets mounted A-Bs-Xs-Y. The guns are notable for being effective at dealing damage to all kinds of targets, save for battleships at range. The guns have a good reload time of 12 seconds (ace crew) and have a decent firing arc, giving the Admiral Hipper a consistent damage output against enemy ships.

The 203 mm guns have three shell choices; a HE shell with 8.8 kg TNTe, a SAP shell with decent penetration (160 mm at 10 km) and sizeable filler of 5.35 kg TNTe, and a powerful APCBC shell which has very high penetration (265 mm at 10 km) that allows the Admiral Hipper to deal damage against heavily-armoured dreadnoughts up close, and makes the ship especially deadly at closer range against any target.

As each shell has a high velocity of 925 m/s, this results in good accuracy, and thus makes aiming easier.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
20.3 cm L/4.7 Kz HE HE 61 61 61 61 61 61
20.3 cm L/4.4 (m.Hb) APBC APCBC 421 378 316 266 226 170
20.3 cm L/4.7 Bdz (m.Hb) SAP SAPBC 242 218 182 153 130 98
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
20.3 cm L/4.7 Kz HE HE 925 122 0 0.1 8.88 79° 80° 81°
20.3 cm L/4.4 (m.Hb) APBC APCBC 925 122 0.035 9 2.65 48° 63° 71°
20.3 cm L/4.7 Bdz (m.Hb) SAP SAPBC 925 122 0.035 9 5.35 48° 63° 71°

Secondary armament

6 х Turret2 x 10.5 cm/60 SK C/33 AA cannon
Ammunition840 rounds
Main article: SK C/33 AA (105 mm)

Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control Select secondary weapon. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
Sprgr. L/4.4 Kpf.Z HE 20 20 20 20 20 20
Sprgr. L/4.4 Zt.Z HE-TF 20 20 20 20 20 20
L/4.2 AP APHE 178 146 106 78 59 46
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
Sprgr. L/4.4 Kpf.Z HE 900 15.1 0 0.1 1,550 79° 80° 81°
Sprgr. L/4.4 Zt.Z HE-TF 900 15.1 0 0.1 1,550 79° 80° 81°
L/4.2 AP APHE 860 15.8 0.015 5 343.2 47° 60° 65°

Anti-aircraft armament

6 х Turret2 x 3.7 cm SK C/30 mounting
Ammunition4000 rounds
10 х Turret2 cm/65 C/38 automatic cannon
Ammunition2000 rounds
Belt capacity40 rounds
Fire rate480 shots/min
3 х Turret4 x 2 cm/65 Flakvierling 38 automatic cannon
Ammunition8000 rounds
Belt capacity40 rounds
Fire rate480 shots/min

An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.

Additional armament

Setup 112 x 533 mm G7a torpedo
Main article: G7a (533 mm)

Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.

Scout plane

Main article: Ar 196 A-3

Located amidships is a single catapult for an Arado Ar 196 scout plane which provides unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units, but lack munition choices and cockpit views. Alongside the typical abilities of strafing, dropping 2 x 50 kg bombs, and capping zones, the Ar 196 and other scout planes have the added ability to lay down smoke cover (up to 3 times). It is essentially the event aircraft except with smoke generators, so it will be a familiar unit for those who have the event version. Captains will be wise to remember to utilise the aircraft and consider when best to use it, for example to cap a point early or late in the match, to drop a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new!

Usage in battles

The Admiral Hipper is a powerful heavy cruiser. It's well protected, with some anti-torpedo protection and turtle back armour. Combined with a large crew count, this means the Hipper usually needs to take a huge amount of punishment to be sunk, however experienced players in ships with good AP shells may be able to take out the ship in fairly short order by targeting its vulnerable magazines. The Hipper's main armament - eight 203 mm guns in dual turrets - is also very effective, with a 12-second reload and stunning armour penetration and muzzle velocity (enough in some cases to penetrate even battleship armour). It also boasts a decent secondary armament, a capable anti-aircraft suite and good all-round torpedoes. The Hipper should be played as a long range brawler, able to dish it out and take damage from other cruisers, potentially threatening capital ships at closer ranges. That being said, capital ships are still by far superior in terms of protection and firepower, you should only draw their attention if you're absolutely sure you can take them out first.

Pros and cons

Pros:

  • Great quality main battery shells with a decent reload
  • Plenty of AA armament
  • Comprehensive armour layout, effective against cruiser and destroyer
  • High crew count
  • Fairly mobile despite its size
  • Equipped with a seaplane

Cons:

  • Excessive listing at high speed or on a turn, resulting in poor aiming quality. The situation worsens in arcade battle
  • Large target, easily recognisable
  • The armour is relatively weak in terms of absolute thickness, meaning large calibre guns can overmatch your armour
  • Very vulnerable main magazines
  • No radar

History

Following the signing of the Anglo-German Naval Agreement in June 1935, Germany was permitted to build, among other things, heavy cruisers up to a total displacement of 50,000 tons. The previously developed Admiral Hipper-class heavy cruiser design was chosen for construction, with five ships being initially planned to be built.

The five ordered ships of the Admiral Hipper-class were laid down between July 1935 - August 1937. However, only the first three were actually fully constructed and commissioned into service between 1939 - 1940. The fourth ship - Seydlitz - was scuttled in 1945 still being incomplete (as a conversion into an aircraft carrier), while the fifth ship - Lützow - was also sold incomplete to the USSR in February 1940.

Admiral Hipper, named after an imperial German admiral, was the first ship of the class to see completion, being commissioned into service in April 1939. After passing sea trials, Admiral Hipper was assigned to her first combat mission - Operation Weserübung - the invasion of Denmark and Norway, where it took part in a battle with the British destroyer Glowworm and also participated in the sinking of the trawler Juniper (930 tons) and the military transport Orama (19,000 registered tons). Subsequently, Admiral Hipper steamed out into the Atlantic to intercept allied shipping in December 1940, but without significant success. The first campaign wasn't particularly successful, but during the second campaign in January and February of 1941, the Admiral Hipper attacked SLS-64, an unprotected convoy - this attack on ship count alone, was the most effective from both world wars.

Admiral Hipper was then transferred to Norway, where it took part in raids against the arctic convoys headed for the Soviet Union. As part of an operational group, it took part in Operation Rösselsprung (Knight's move) which, although not a success, resulted in the almost total destruction of the allied PQ-17 convoy by German submarines and aircraft. In December of 1942, during Operation Regenbogen (Rainbow) a battle took place in the Barents Sea which was unofficially labelled as "New Year's Battle" or "New Year's Shame" the ship was damaged and sent back to Germany for repair. The failure of the operation led to a historical decision by Hitler to order the scrapping of all large warships. Admiral Hipper was transferred to the reserves and at the beginning of 1945, arrived in Kiel where it was damaged during allied air strikes in May of the same year. The defenders on the partially disarmed ship showed no enthusiasm for its survival and as a result, the ship burned out and sank to the dock seabed. After the war, the ship was once again raised and taken apart for scrap up to 1952.

- From Devblog

Media

Skins
Videos

See also

Related development

External links


Blohm & Voss
Destroyers 
Type 1934A  Z15 Erich Steinbrinck
Heavy Cruisers 
Admiral Hipper-class  Admiral Hipper
Battlecruisers 
Unique Ships  SMS Von der Tann · SMS Derfflinger
See Also  Blohm & Voss Aircraft Division

Germany heavy cruisers
Admiral Hipper-class  Admiral Hipper · Prinz Eugen
Deutschland-class  Admiral Graf Spee