


For most conditions players should rely on Vampire II 's HE shells that in combination with her quick reload, have an impressive fire chance of 8%.

Her AP shells are highly effective against broadside destroyers and the superstructures of larger ships, and retain the improved penetration angles of Daring. However, Vampire II has an improved damage output because of her 2.5 second reload. The main guns fire the same HE and AP shells as Daring with low damage per shell, high shell arcs and a 12.8 km range. Vampire II carries six 113 mm guns in three twin turrets, in an AB-X configuration. She has a small health pool of 19,800 and mediocre AA that can shoot down fighters but won’t protect her from strikes. Vampire II has a large profile but with an impressive surface detection of 5.8 km and an air detection of 2.7 km with full build. She punishes mistakes and is punished for her own mistakes in turn by contrast, Daring with her short cooldown smokescreens and Repair Party can compensate for some mistakes. Players need to be careful with Vampire II, using her impressive features and consumables to control the engagement. Vampire II has higher main battery damage output, longer range torpedoes, better concealment, and access to a 5 km Hydroacoustic Search and Crawling Smoke Generator. In game, Vampire II has one quintuple torpedo launcher to Daring's two and no Repair Party consumable, but improves on Daring in most other regards. The data presented in the AA Defense sidebar section may be incorrect.įor a graphic summary of ships Tiers VIII thru XI see LittleWhiteMouse's "Actual AA DPS".
