Captains! Ready to go another round with your signal flags? Get a chance at some cool prizes just for flying your favorite flags!
Starts Mar. 15, 17:00 PT (20:00 ET) Ends Mar. 17, 16:59 PT (19:59 ET)
How It Works
Play any battle type with ships of Tier V and above with signal flags mounted.
Every 15 signal flags "spent" will earn one chance at receiving a prize (30 signals = 2 chances, and so on).
Prizes are limited to one per account.
In total 3,050 winners will be determined at random on each server. Winners will be announced on Mar. 21!
Prizes
The following items will be awarded randomly among players who have spent 15 signal flags or more over the weekend: x50 VIII Roma + Commander with 10 skill points
x3,000 10 "Type 6" camouflage (Provides 3% to surface detectability range, +4% to maximum dispersion of shells fired by the enemy at your ship, +100%)
We are constantly searching for good scenarios to add in the game. Players will definitely recall the April Fools Day mode, in which they were able to spacewalk and control spaceships. This time, we’re introducing a new mode that is based on historical facts from Earth’s history. Nevertheless, this mode is as cosmic and mysterious as the previous one. We are talking about the well-known battle of Antarctica, also known as Operation Highjump, during which, in 1946, U.S.A. Task Forces went to Antarctica to destroy the remaining bases of the Fourth Reich and capture a new unique armament—flying saucers. However, on March 3, 1947, the squadron was attacked by the enemy and forced to flee. The expedition failed, but 71 years later, players have a chance for a rematch: in the mode, a team of 12 ships will face 12 flying saucers.
Map
Maps with snowfields and glaciers already exist in our game, so for the new scenario we partly used the Islands of Ice map that is already familiar to players. Though, the landscapes and icebergs were slightly changed to provide flying saucers with cover from the ship attacks.
Flying Saucers
In the German archives, our researchers found drawings of the flying saucers series, with innovative electromagnetic gravity engines. In 1935, the Thule Society was looking for a location to test a new powerful armament. The Hauneburg testing ground in Northwest Germany was well suited for this. The project was referred to as the "Hauneburg Device", and later, for security, its name was shortened to “Haunebu”. The early Haunebu was 25 meters in diameter, held a team of 8 people, could reach a speed of 4,800 km/h, and its operation time was 18 hours. According to the documents, a few prototypes were constructed, but later disappeared under mysterious circumstances. Witnesses said that the Thule Society left Germany in March 1945 using "flying saucers".
Cruiser Minotaur fights against a flying saucer, the photo was provided by a reliable source
Based on those documents, we decided to design our own flying saucer with some balance changes. To suit the balance, the flying saucers will be the size of destroyers. There were very few materials in the archives, so the designers had to make their own drawings to further create in-game models. Obviously, it was very difficult to avoid the common stereotypes about the exterior of flying saucers imposed by movies. Our designers did their best to create flying saucers that suit the game style and look natural, as if this type of craft existed in the game from the very beginning.
Game Characteristics of Flying Saucers
High Maneuverability All flying saucers will fly at the same height, to make it easier to control them and monitor only the opponent's movement without worrying about keeping their flying saucers at the necessary height. On the other hand, moving in the same plane makes flying saucers easy targets for enemy ships, so we improved their maneuverability to balance it out.
Powerful Salvo Instead of firing rounds of shots, the flying saucers will be able to make one powerful salvo at long range, which will require a long reload time.
Regeneration If flying saucers avoid receiving damage for a certain time, they will slowly regenerate. After a flying saucer receives damage, the timer resets, and they will have to dodge enemy attacks again.
We are constantly searching for good scenarios to add in the game. Players will definitely recall the April Fools Day mode, in which they were able to spacewalk and control spaceships. This time, we’re introducing a new mode that is based on historical facts from Earth’s history. Nevertheless, this mode is as cosmic and mysterious as the previous one. We are talking about the well-known battle of Antarctica, also known as Operation Highjump, during which, in 1946, U.S.A. Task Forces went to Antarctica to destroy the remaining bases of the Fourth Reich and capture a new unique armament—flying saucers. However, on March 3, 1947, the squadron was attacked by the enemy and forced to flee. The expedition failed, but 71 years later, players have a chance for a rematch: in the mode, a team of 12 ships will face 12 flying saucers.
Map
Maps with snowfields and glaciers already exist in our game, so for the new scenario we partly used the Islands of Ice map that is already familiar to players. Though, the landscapes and icebergs were slightly changed to provide flying saucers with cover from the ship attacks.
Flying Saucers
In the German archives, our researchers found drawings of the flying saucers series, with innovative electromagnetic gravity engines. In 1935, the Thule Society was looking for a location to test a new powerful armament. The Hauneburg testing ground in Northwest Germany was well suited for this. The project was referred to as the "Hauneburg Device", and later, for security, its name was shortened to “Haunebu”. The early Haunebu was 25 meters in diameter, held a team of 8 people, could reach a speed of 4,800 km/h, and its operation time was 18 hours. According to the documents, a few prototypes were constructed, but later disappeared under mysterious circumstances. Witnesses said that the Thule Society left Germany in March 1945 using "flying saucers".
Cruiser Minotaur fights against a flying saucer, the photo was provided by a reliable source
Based on those documents, we decided to design our own flying saucer with some balance changes. To suit the balance, the flying saucers will be the size of destroyers. There were very few materials in the archives, so the designers had to make their own drawings to further create in-game models. Obviously, it was very difficult to avoid the common stereotypes about the exterior of flying saucers imposed by movies. Our designers did their best to create flying saucers that suit the game style and look natural, as if this type of craft existed in the game from the very beginning.
Game Characteristics of Flying Saucers
High Maneuverability All flying saucers will fly at the same height, to make it easier to control them and monitor only the opponent's movement without worrying about keeping their flying saucers at the necessary height. On the other hand, moving in the same plane makes flying saucers easy targets for enemy ships, so we improved their maneuverability to balance it out.
Powerful Salvo Instead of firing rounds of shots, the flying saucers will be able to make one powerful salvo at long range, which will require a long reload time.
Regeneration If flying saucers avoid receiving damage for a certain time, they will slowly regenerate. After a flying saucer receives damage, the timer resets, and they will have to dodge enemy attacks again.
Like PvE operations and ancient Greek history? We have great news for you! In a forthcoming new challenge called "The Siege of Syracuse", a team of 12 players will make a joint effort to confront a series of onshore military fortifications—Forts. The Forts are armed with special parabolic mirrors capable of focusing light into a laser beam that can easily cut through a reckless ship.
Historical Reference
Ancient Greek transcripts say that during the Siege of Syracuse, the Roman fleet was burned down by a large number of parabolic mirrors and shields polished to a shine at the order of Archimedes. This invention went down in history as the Archimedes Death Ray. Many engineers have tried to re-invent that weapon ever since. It was quite a surprise when one day, while we were working in the archives, we came across a document with design calculations for the original "death ray"! Thanks to this good fortune, our players will be able to see this unique invention right in the game!
An ancient Greek vase with a painting depicting the design and principle of operation of the "death ray"; Source: a reputable museum
We've managed to find additional materials based on the inventions of Nikola Tesla and Robert Van de Graaf. Unfortunately, there is every indication that the countries simply didn't have the required resources to build that weapon. But for our team, those materials were just enough to start sketching "death rays" for the game.
Let's be frank—the challenge we faced was a bit more complicated than the one Archimedes worked on because we're talking about cutting metal as opposed to simply burning wood. We, therefore, equipped our mirrors with all the required amplifiers to make the ray so powerful it can cut through anything it touches, including a ship's armor.
Map
The events of the grand Siege of Syracuse will unfold on the Hotspot map, a good location for comfortable maneuvering to avoid the deadly laser rays of the enemy. The Forts that generate the rays will be found on islands that are predominantly located at sea level. Such Forts will be vulnerable to torpedo attacks while mirrors can be broken with the help of aviation.
Gameplay Tips
If we simply added Forts that fired death rays, we would leave players totally defenseless against their attacks. To add some balance to the new operation, the following consumables will be available for players:
• Optical camouflage patterns; • Ray reflectors and diffusers; • Smoke screens with silver ions.
The Forts will attack with their lasers so the best defense would be to use consumables capable of reflecting light. The camouflages and reflectors are suitable for all ships. Only destroyers will also be able to set smoke screens filled with silver ions.
Like PvE operations and ancient Greek history? We have great news for you! In a forthcoming new challenge called "The Siege of Syracuse", a team of 12 players will make a joint effort to confront a series of onshore military fortifications—Forts. The Forts are armed with special parabolic mirrors capable of focusing light into a laser beam that can easily cut through a reckless ship.
Historical Reference
Ancient Greek transcripts say that during the Siege of Syracuse, the Roman fleet was burned down by a large number of parabolic mirrors and shields polished to a shine at the order of Archimedes. This invention went down in history as the Archimedes Death Ray. Many engineers have tried to re-invent that weapon ever since. It was quite a surprise when one day, while we were working in the archives, we came across a document with design calculations for the original "death ray"! Thanks to this good fortune, our players will be able to see this unique invention right in the game!
An ancient Greek vase with a painting depicting the design and principle of operation of the "death ray"; Source: a reputable museum
We've managed to find additional materials based on the inventions of Nikola Tesla and Robert Van de Graaf. Unfortunately, there is every indication that the countries simply didn't have the required resources to build that weapon. But for our team, those materials were just enough to start sketching "death rays" for the game.
Let's be frank—the challenge we faced was a bit more complicated than the one Archimedes worked on because we're talking about cutting metal as opposed to simply burning wood. We, therefore, equipped our mirrors with all the required amplifiers to make the ray so powerful it can cut through anything it touches, including a ship's armor.
Map
The events of the grand Siege of Syracuse will unfold on the Hotspot map, a good location for comfortable maneuvering to avoid the deadly laser rays of the enemy. The Forts that generate the rays will be found on islands that are predominantly located at sea level. Such Forts will be vulnerable to torpedo attacks while mirrors can be broken with the help of aviation.
Gameplay Tips
If we simply added Forts that fired death rays, we would leave players totally defenseless against their attacks. To add some balance to the new operation, the following consumables will be available for players:
• Optical camouflage patterns; • Ray reflectors and diffusers; • Smoke screens with silver ions.
The Forts will attack with their lasers so the best defense would be to use consumables capable of reflecting light. The camouflages and reflectors are suitable for all ships. Only destroyers will also be able to set smoke screens filled with silver ions.
A man without a dream is like a bird without wings! E Mare Libertas!
It's no secret that our team loves to recreate historical ports in World of Warships. We already have the practical London, the organized Hamburg, the romantic Marseille, and festive Saint-Petersburg and New York in our game. This time we decided to raise the bar and recreate an entire country! We're going to the Principality of Sealand—a state that can't be found on official maps, but it exists nevertheless. Very soon you'll have a chance to enjoy the new Port and study this unique place from every angle. For the time being, we would like to show you our groundwork and historical materials, and tell you about our creative process in the new episode of Developer Dairies.
Cruiser Mikhail Kutuzov extinguishes fire on the Roughs Tower platform; this photo was provided by a reliable source
The History of the Principality of Sealand
In 1942, the British Navy built the so-called Maunsell Forts, named after their designer Guy Maunsell, to protect the port of Harwich. A string of these platforms became a base for antiaircraft guns and armed garrisons, but in 1950 they were decommissioned and later occupied by "pirate radio stations" for broadcasting. The Roughs Tower platform was used for different purposes until 1956, when it was abandoned and gradually fell into decay. It continued until 1966, when Roy Bates set foot on it. This retired British Army Major saw the commercial potential of the platform and wanted to build an amusement park there. He had to fight against his business partners to gain control of the 4,500-ton structure using rifles, shotguns, and flamethrowers. As a result, Roy became the sole proprietor of the island in 1967; he proclaimed sovereignty and accepted the title of Prince—granted by himself, of course.
The Story of the Sealand Port Creation
Each Port in our game starts with an idea followed by the gathering of detailed factual data. The Principality of Sealand still exists, but that didn't make our task any easier. Gathering references was quite challenging, because outsiders are not allowed on the platform and it's protected by an armed guard at all times. It's very dangerous to cross the borders of another state without permission and we didn't want to cause an international incident, that's why we took all the photos of the platform that we needed from a safe distance using unmanned drones.
The platform looks very compact and minimalistic compared to a warship. We wish we could say that it's bigger in reality than it seems, but it's just not true. Sealand is really very small, but this fact doesn't diminish in any way its grandeur and symbolic value.
Roy Bates
To liven up the platform a little, we added an animated model of the retired Major Roy Bates, the founder and Prince of the Principality of Sealand. He will inspire players to show their best in battle. We wanted to express our admiration for him—the fire burning in his heart, his adventurous spirit, courage, imagination, and skill are the qualities that every naval enthusiast should have. The Prince of Sealand is hereby proclaimed an honorary sea dog and we hope that players will enjoy the new Port and draw inspiration for new achievements from it.
A man without a dream is like a bird without wings! E Mare Libertas!
It's no secret that our team loves to recreate historical ports in World of Warships. We already have the practical London, the organized Hamburg, the romantic Marseille, and festive Saint-Petersburg and New York in our game. This time we decided to raise the bar and recreate an entire country! We're going to the Principality of Sealand—a state that can't be found on official maps, but it exists nevertheless. Very soon you'll have a chance to enjoy the new Port and study this unique place from every angle. For the time being, we would like to show you our groundwork and historical materials, and tell you about our creative process in the new episode of Developer Dairies.
Cruiser Mikhail Kutuzov extinguishes fire on the Roughs Tower platform; this photo was provided by a reliable source
The History of the Principality of Sealand
In 1942, the British Navy built the so-called Maunsell Forts, named after their designer Guy Maunsell, to protect the port of Harwich. A string of these platforms became a base for antiaircraft guns and armed garrisons, but in 1950 they were decommissioned and later occupied by "pirate radio stations" for broadcasting. The Roughs Tower platform was used for different purposes until 1956, when it was abandoned and gradually fell into decay. It continued until 1966, when Roy Bates set foot on it. This retired British Army Major saw the commercial potential of the platform and wanted to build an amusement park there. He had to fight against his business partners to gain control of the 4,500-ton structure using rifles, shotguns, and flamethrowers. As a result, Roy became the sole proprietor of the island in 1967; he proclaimed sovereignty and accepted the title of Prince—granted by himself, of course.
The Story of the Sealand Port Creation
Each Port in our game starts with an idea followed by the gathering of detailed factual data. The Principality of Sealand still exists, but that didn't make our task any easier. Gathering references was quite challenging, because outsiders are not allowed on the platform and it's protected by an armed guard at all times. It's very dangerous to cross the borders of another state without permission and we didn't want to cause an international incident, that's why we took all the photos of the platform that we needed from a safe distance using unmanned drones.
The platform looks very compact and minimalistic compared to a warship. We wish we could say that it's bigger in reality than it seems, but it's just not true. Sealand is really very small, but this fact doesn't diminish in any way its grandeur and symbolic value.
Roy Bates
To liven up the platform a little, we added an animated model of the retired Major Roy Bates, the founder and Prince of the Principality of Sealand. He will inspire players to show their best in battle. We wanted to express our admiration for him—the fire burning in his heart, his adventurous spirit, courage, imagination, and skill are the qualities that every naval enthusiast should have. The Prince of Sealand is hereby proclaimed an honorary sea dog and we hope that players will enjoy the new Port and draw inspiration for new achievements from it.
Good news, Captains! Our team regularly prepares new ships and gameplay elements and, today, we have decided to surprise our players with a new ship type—combat dolphin!
History of Combat Dolphins
The use of combat dolphins is a historically confirmed fact, but few people know that simultaneous attempts to create small autonomous underwater vehicles in the form of dolphins were made.
It is a known fact that, during World War II, Italy succeeded in employing a group of underwater carriers for transporting combat swimmers with an explosive charge. It was reported that a small autonomous vehicle, known as "Delfino Delphis" in the documents of the main naval headquarters, was designed on a secret base of the Italian naval special forces in the estuary of the Serchio river, not far from Pisa, starting from 1940. The design of the vehicle was based on the results of research conducted in the 1920s–1930s by Guglielmo Marconi, a famous inventor and president of the Royal Academy of Italy, on his own yacht that served as a laboratory. After Italy capitulated in 1943, all project documents and the group of engineers were captured by a German special forces unit SS-Sonderverband z. b. V. "Friedenthal" and moved to the north of the country. There, on Lake Garda, in the area that remained under Mussolini's control, the work on the vehicle continued until the end of the war.
In-Game Model
When developing the dolphin model, we approached the task as we would any normal ship. We gathered a large number of photos and blueprints and took full-scale measurements in dolphinariums. Our "dolphins" are equipped with the most advanced technologies, allowing for high speed and maneuverability. A dolphin with an armament of two torpedoes can even compete with a destroyer.
Dolphin Carrier
Dolphin carriers were designed on the basis of small landing craft. Dolphin vehicles were to be launched into the water through an airlock in the upgraded ship's ramp. The powerful Marconi radio equipment provided long-range remote control over the combat vehicles and required an extensive antenna system on board. In World of Warships, "dolphins" will launch from the fore end of a dolphin carrier. Players will be able to choose a dolphin carrier and send their "dolphins" to different parts of the map on a wide range of missions, be it reconnaissance, sabotage, or friendly ship protection by deflecting enemy torpedoes.
Sound
We tried to put as much life as possible into our "dolphins" using sounds. What is a dolphin without its typical "laughter"?! The sound that dolphins make to communicate is a unique phenomenon built on a combination of sound impulses and ultrasound. We consulted lead cetologists and spent a long time with real dolphins. As a result, we managed to record more than a hundred hours of their speech for an authentic atmosphere in the game.
Good news, Captains! Our team regularly prepares new ships and gameplay elements and, today, we have decided to surprise our players with a new ship type—combat dolphin!
History of Combat Dolphins
The use of combat dolphins is a historically confirmed fact, but few people know that simultaneous attempts to create small autonomous underwater vehicles in the form of dolphins were made.
It is a known fact that, during World War II, Italy succeeded in employing a group of underwater carriers for transporting combat swimmers with an explosive charge. It was reported that a small autonomous vehicle, known as "Delfino Delphis" in the documents of the main naval headquarters, was designed on a secret base of the Italian naval special forces in the estuary of the Serchio river, not far from Pisa, starting from 1940. The design of the vehicle was based on the results of research conducted in the 1920s–1930s by Guglielmo Marconi, a famous inventor and president of the Royal Academy of Italy, on his own yacht that served as a laboratory. After Italy capitulated in 1943, all project documents and the group of engineers were captured by a German special forces unit SS-Sonderverband z. b. V. "Friedenthal" and moved to the north of the country. There, on Lake Garda, in the area that remained under Mussolini's control, the work on the vehicle continued until the end of the war.
In-Game Model
When developing the dolphin model, we approached the task as we would any normal ship. We gathered a large number of photos and blueprints and took full-scale measurements in dolphinariums. Our "dolphins" are equipped with the most advanced technologies, allowing for high speed and maneuverability. A dolphin with an armament of two torpedoes can even compete with a destroyer.
Dolphin Carrier
Dolphin carriers were designed on the basis of small landing craft. Dolphin vehicles were to be launched into the water through an airlock in the upgraded ship's ramp. The powerful Marconi radio equipment provided long-range remote control over the combat vehicles and required an extensive antenna system on board. In World of Warships, "dolphins" will launch from the fore end of a dolphin carrier. Players will be able to choose a dolphin carrier and send their "dolphins" to different parts of the map on a wide range of missions, be it reconnaissance, sabotage, or friendly ship protection by deflecting enemy torpedoes.
Sound
We tried to put as much life as possible into our "dolphins" using sounds. What is a dolphin without its typical "laughter"?! The sound that dolphins make to communicate is a unique phenomenon built on a combination of sound impulses and ultrasound. We consulted lead cetologists and spent a long time with real dolphins. As a result, we managed to record more than a hundred hours of their speech for an authentic atmosphere in the game.
We want to communicate with our players more, run various activities, Q&A sessions, contests for players, etc. This is why we have decided to launch one united global channel for World of Warships. We hope you will support this decision!
In this video, you will be able to see the workflow of our video team and meet a familiar face you probably remember from our artwork and comics.
We want to create more for you, so don’t forget to click “subscribe” and the bell icon, so you don’t miss our videos!