Fiji Class Cruiser firing broadside

Fiji Class Cruiser firing broadside


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Fiji Class Cruiser firing broadside

Here we see a Fiji class cruiser firing a broadside from her main guns. There appear to be four plumes of smoke, making this one of the main 'Fiji' group and not the later 'Ceylon' subgroup, which had three turrets.


First class cruisers [ edit | edit source ]

Armoured cruisers were protected by a belt of side armour and an armoured deck. In the Royal Navy this classification was not actually used, the term first class cruiser being used instead for both armoured cruisers and large protected cruisers. Thus, the first class cruisers built between the Orlando class (1886) and the Cressy class (1897) were, strictly speaking, protected cruisers as they lacked an armoured belt. The first class cruiser was succeeded by the Battlecruiser in the Royal Navy.

  • Shannon first class armoured cruiser, (1875) 5,670 tons, two 10-inch, seven 9-inch guns
  • Nelson class first class armoured cruiser, 7,473 tons, four 10-in, six 9-in guns
    • Nelson (1876) - Sold 1910
    • Northampton (1876) - Sold 1905
    • Imperieuse (1883) - Sold 1913
    • Warspite (1884) - Sold 1905
    • Orlando (1886) - Sold 1905
    • Australia (1886) - Sold 1905
    • Undaunted (1886) - Sold 1907
    • Narcissus (1886) - Sold 1906
    • Galatea (1887) - Sold 1905
    • Immortalite (1887) - Sold 1907
    • Aurora (1887) - Sold 1907
    • Blake (1889) - Sold 1922
    • Blenheim (1890) - Sold 1926
    • Edgar (1890)
    • Hawke (1891) - Torpedoed 1914
    • Endymion (1891)
    • Royal Arthur (1891)
    • Gibraltar (1892) - Sold 1923
    • Grafton (1892)
    • St George (1892)
    • Theseus (1892)
    • Crescent (1892)
    • Powerful (1895) - Sold 1929
    • Terrible (1895) - Sold 1932
    • Diadem (1896)
    • Niobe (1897) - To Canada as HMCS Niobe, BU 1922
    • Europa (1897)
    • Andromeda (1897)
    • Amphitrite (1898)
    • Argonaut (1898)
    • Ariadne (1898)
    • Spartiate (1898)
    • Cressy (1899) - Torpedoed 1914
    • Sutlej (1899)
    • Aboukir (1900) - Torpedoed 1914
    • Hogue (1900) - Torpedoed 1914
    • Bacchante (1901)
    • Euryalus (1901)
    • Drake (1901) - Torpedoed 1917
    • Good Hope (ex-Africa) (1901) - Sunk during the Battle of Coronel, 1914
    • King Alfred (1901) - Sold 1920
    • Leviathan (1901) - Sold 1920
    • Monmouth (1901) - Sunk during the Battle of Coronel, 1914
    • Bedford (1901) - Wrecked on 21 August 1910 off Quelport Island in the China Sea
    • Essex (1901)
    • Kent (1901)
    • Berwick (1902)
    • Cornwall (1902)
    • Cumberland (1902)
    • Donegal (1902)
    • Lancaster (1902)
    • Suffolk (1903) - Sold 1920
    • Devonshire (1904) - Sold 1921
    • Hampshire (1903) - Mined 1916
    • Carnarvon (1903)
    • Antrim (1903) - Sold 1922
    • Roxburgh (1904) - Sold 1921
    • Argyll (1904) - Wrecked 1915
    • Duke of Edinburgh group 13,550 tons, 6-9.2in, 10-6in
      • Duke of Edinburgh (1904) - Sold 1920
      • Black Prince (1904) - Sunk at the Battle of Jutland, 1916
      • Warrior (1905) - Sunk at the Battle of Jutland, 1916
      • Cochrane (1905) - Wrecked 1918
      • Achilles (1905) - Sold 1921
      • Natal (1905) - Explosion 1915
      • Minotaur (1906) - Sold 1920
      • Shannon (1906) - Sold 1922
      • Defence (1907) - Sunk at the Battle of Jutland, 1916

      Strengths [ edit | edit source ]

      Broadside Missile Cruisers posses Diamond Boron missiles, which are very powerful and very long-range. To compensate for it's lack of armor it can instead hang around behind the action and do some major damage. These cruisers are especially powerful when in a nebulae field since radar is jammed inside of them making the Broadside Cruiser slightly more difficult to find or even notice, making this a valueble location to place one or two Broadsides to attack enemy space stations or fighters.


      Gun Location [ edit | edit source ]

      Barrels per Mount [ edit | edit source ]

      Mount Height [ edit | edit source ]

      Above Deck [ edit | edit source ]

      Guns located above deck are usually super-firing, placed on top a bridge structure, or similar.

      On Deck [ edit | edit source ]

      Most ships have some of their main battery and secondaries immediately atop the hull. With the right hull shape, you can imitate super-firing, but be careful that you are actually providing enough height for this to work.

      Below Deck [ edit | edit source ]

      Guns located Below deck are usually hull casemates or broadside mounts. Most other mount types will produce an error.

      Mount Location [ edit | edit source ]

      There is often more than one way to arrange the guns you want. Generally you want to do it in as few groups as possible, so you don't have to use two batteries to represent one gun.

      Centreline [ edit | edit source ]

      For most ships, most or all of the main armament is along the ship's center. Other guns that are within that region are also listed here.

      Sides [ edit | edit source ]

      If a gun isn't on the center of a ship, it is here.

      Distributed [ edit | edit source ]

      This is for guns evenly spaced across the ship.

      Ends [ edit | edit source ]

      This groups the guns at each end. Choose fore >= aft if you want the odd gun out to be on the ship's front and aft >= fore if you want that gun to be on the aft. The classic 3x3 one super-firing layout common in WW2 designs would be 3 triples arranged on the ends with the majority forward and one mount super-firing.

      Fore Deck [ edit | edit source ]

      This is the front of the Ship. All of your guns can be are here, as in a Tone style design. This is also useful it you want to place a single gun somewhere.

      Aft Deck [ edit | edit source ]

      This is the back of the ship. It's used in much the same way as the Fore Deck, but note that it is often lower, which means guns here take less comp.

      Forward [ edit | edit source ]

      Guns don't have to be in the center of a Deck, but instead to one side or the other. This option forces them to the portion of the deck closest to the Forecastle.

      Aft [ edit | edit source ]

      Much like the forward guns, guns can be in placed closer to the Quarter Deck. One way to represent en echelon guns is to place one gun on the aft-most portion of the Fore deck side – Sides - Fore Deck Aft – and the other gun Sides - Aft Deck Forward.

      None [ edit | edit source ]

      This is the default, Springsharp will throw an error until you change to one of the other listed locations because guns have to be on your ship to be on your ship.


      Momentum including 5-inch guns

      It was bound to happen, I guess. I received an Email today asking why there were no calculations for the extra momentum generated by firing the six 5-inch guns.

      • 5-inch projectile: 55 lbs.
      • Propellant charge: 15.5 lbs.
      • New gun muzzle velocity: 2,600 fps

      The momentum of a single projectile can be calculated as follows:

      Momentum of the propellant gasses can be calculated as follows:

      The Broadside Momentum for 6 projectiles can be calculated as follows:

      Solving for the velocity of the ship and using the above calculated momentum figures:

      So, the six 5-inch projectiles add about a tenth of an inch (0.1") per second to the velocity calculated above.


      Appearances [ edit | edit source ]

        Star Wars: The Clone Wars – "ARC Troopers" Star Wars: The Clone Wars – "Grievous Intrigue" (First appearance)
    • LEGO Star Wars III: The Clone Wars(Non-canonical appearance)Star Wars: The Clone Wars – "The Deserter" (In flashback(s))(Wreckage only)
    • The Clone Wars: The Hunt for GrievousStar Wars: The Clone Wars – "Nightsisters"
    • "Downhill"—Star Wars: The Clone Wars Comic UK 6.43Star Wars: The Clone Wars – "Kidnapped" Star Wars: The Clone Wars – "Escape from Kadavo" Star Wars: The Clone Wars – "Bound for Rescue" Star Wars: The Clone Wars – "A Necessary Bond" Star Wars: The Clone Wars – "The Jedi Who Knew Too Much" Star Wars: The Clone Wars – "The Wrong Jedi" Star Wars: The Clone Wars – "The Unknown"

    • In this guide, I will be going through the stats, detailed shell ballistics, playstyle and tips for cruiser players. I am making this guide before the battleship guide as every single vote I received was in favor of Cruisers.

      Cruiser stats

      I will post the Stats for the tier 7 cruisers here. There is a general trend in stats for the lower tier cruisers as well.

      No Edinburgh stats since can not see in-game yet, so i will post general comments

      CruiserDPM (HE/AP)Range (KM)Fires Per MinuteTorpedo DPMTorpedo SalvoTorpedo RangeSpeed/ BoostedRudder shiftHPUnique ConsumablesDetection
      Mogami132K/188K15.76.8162.6K275.7K1034.57.1s39100Heal12.06
      Baltimore126K/225K15.56.3---32.57.8s42400Radar Heal12.6
      Admiral Hipper104k/245K15.75.41144.7K164.4K6329.2s43800KMS Hydro Heal14.2
      Charles Martel151K/264K15.88.163.3K94.9K1032.5/399.8s38000Super Engine Boost13.4
      EdinburghAround 197KBadnopepretty solid decentfastWhat hp?Smoke Superheallowest

      Shell ballistics and Penetration

      Here, I will post detailed statistics of these cruiser's Armor-Piercing shell capabilities up to 15 Kilometres, at 5 KM intervals.

      I have already factored in the angles for the penetration capabilities, so no need to scratch your heads and whip out your calculators people.

      ShipHE Pen (mm)Shell weightInitial VelocityAir drag coefficient5 KMBelt Pen(mm)Deck Pen (mm)Flight time10 KMBelt Pen (mm)Deck Pen (mm)Flight time15KMBelt Pen (mm)Deck Pen (mm)Flight Time
      Mogami33.81268400.337 297532.3 207645.44 149869.85
      Baltimore33.81527620.356 365682.5 266865.77 19911710.23
      Admiral Hipper50.81229250.2974 330552.03 238624.7 176788.4
      Charles Martel33.81348200.33 304542.3 218665.4 161889.7
      Edinburgh

      Consumables

      Radar- Radar detects only ships in a very long range for a short duration.

      Hydroacoustic Search- Hydroacoustic search Detects torpedos and ships withing a range for 2-3 minutes.

      Smoke generator- generates smoke, which makes anyone inside or behind it “invisible” for a period of time. Works both ways, The user and the enemy ship cannot see through it.

      Repair party- Restores HP. Generally heals 33% of citadel damage (50% for brits), 50% for penetration damage and 100% of DOT damage. Normally heals 14%( 40% for Edinburgh)

      Engine boost- Temporarily increases the speed of a ship by 8%. French cruisers get 20%.

      Damage control- Restores all disabled modules and clears all DOT effects.

      The upgrades posted here are for my playstyle.

      IJN Cruisers-

      The cruisers of this nation typically have High speeds, good concealment, and maneuverability. They have the strongest torpedo armament hindered by their poor firing arcs. Their guns are few and in slow-moving and relatively poorly armored turrets. Their shells have good arcs and have the best HE shell damage with good AP shells. They boast the best fire chance per shell of all cruisers but are offset by their poor ROF. Japanese cruisers are also the most accurate, sharing the same dispersion as destroyers, unlike all the other cruisers. Their citadels are also quite vulnerable. They sit pretty low in the water, so vertical dispersion favors you.

      Furataka- The furry taco has the largest guns at this tier, allowing you to Smash the citadels of cruisers and battleships alike. Decent torpedo armament and good firing arcs. Shoot HE at a distance, AP up close. Good HP pool and Poor armor.

      Aoba- Slightly better armor, rate of fire and maneuverability. You can crush light cruisers in a fight. Largely the same as the Furataka in other aspects and playstyle.

      Myōkō- The first heavy cruiser in the line that feels heavy. Heavy in terms of armor, HP, artillery and torpedo firepower. It also has good concealment. Play as a strike cruiser, using your incredibly powerful broadside to act as a cruiser or destroyer hunter. Keep your engagements open with battleships.

      Mogami- While not quite as powerful as her 155mm gun variant, she is still very powerful. Great handling and speed, very stealthy and has the strongest Torpedo armament in the game, with the equivalent of 2 Kagero destroyers strapped to each side.

      Playstyle- Ambush predators, akin to the Japanese destroyers. Using your high speeds and incredible broadside firepower to kill destroyers, cruisers, and battleships in an ambush often with a single salvo. Yout torp angles are good when firing from the back, and can be used in conjunction with your excellent concealment to escape your victim's allies. Stuck in a bad position? Spray out your torpedos, run behind islands and hightail it. Is a ship rushing you? send 16 torpedos their way. You can then pummel another ship or hightail it. Everything about this line leads to its playstyle as an ambush predator. Slow reloads with high burst damage, fastest base speeds, and great concealment. The easy way to play them is sit far back and fire HE shells.

      recommended upgrades- Aiming systems mod.1, propulsion mod 2/steering gears mod 2, concealment, main battery mod 3

      USN Cruisers-

      All about their guns. Great primary and secondary batteries, lack of torpedos and best Anti-aircraft defense. Giving up torpedos after tier 4, they focus purely on spraying a hail of shells in any direction, due to their fast reloads and incredible turret traverse. Due to their high arcs, they can fire behind islands and easily penetrate the deck plating of even battleships. The Americans feature superheavy shells that retain their slow initial shell velocity better than any other cruiser and have the best penetration at all ranges. Their shells also feature improved penetration angles, which results in a lot fewer bounces when firing at angled targets. Tier 7 Baltimore features radar, which is an excellent tool for screening destroyers, and cruisers hiding in smoke. A well-placed salvo can wipe any cruiser hiding in smoke, especially light cruisers. They are less likely to over-penetrate due to their slow shell velocity. American cruisers feature-poor armor up to tier 5. The tier 6 can bounce cruiser shells, and tier 7 can withstand battleship salvos. The tiers at which American cruisers peak is above 8, which is missing in legends. as a result, only Baltimore features these superheavy AP shells. The ones found on lower tiers are much lighter. While they are vulnerable to battleship rushes, their DPM when fired at their upper belt or citadel of battleships can quickly destroy them.

      Omaha- Tons of guns, fast rate of fire, weak armor. The amount of shells this thing fires can set multiple fires on battleships and destroy cruisers with it's HE alone. Camp behind island, pew pew, enjoy the grind. Go out into the open, then get blown up by a strong wind.

      Pensacola- The Pepsi-Cola is the first heavy cruiser in the American line. The only thing heavy about this is its main battery, not armor. 10 203mm guns with slow reload allow for punishing AP salvos on cruisers and battleships. Treat it like an Omaha with more firepower, and you will do fine. Pensacola features the superheavy shells.

      New Orleans- 9 guns housed in quick traversing turrets, armor to withstand cruisers and excellent concealment. A very well rounded cruiser. Use the cover of islands at the start then transition into more open waters.

      Baltimore- Baltimore has heavier shells than the previous 2 cruisers shells and radar. Armor to withstand battleship salvos dues to the best belt armor for a cruiser in the game. 27mm plating is vulnerable only to 400+mm shells (minus her bow, that got nerfed for some reason. so is her rate of fire). Enjoy landing devastating strikes on cruisers, shredding battleships with your AP shells. If they are angled, use AP shells on their angled bow or superstructure. If you run into a french battleship, pummel their turrets with your ap shells to quickly destroy them. You can brawl with Ships like the Jean Bart easily this way.

      Playstyle- Stay behind island cover and obliterate broadside and angled ships with your AP shells. Slowly move in, but be careful. You lack the torpedo burst damage of the other cruisers. Once the enemy is thinned, move in to lay a smackdown on every single class of ship. Cruiser and Battleships? AP. Pesky destroyers running about? Radar and flatten the cute little things. Do not feel bad you aren't nearly as strong as the tier 9 and 10 American cruisers, you are still very powerful. Do not fret that the french cruisers have more DPM, who the hell needs DPM when you have the AP the Americans do.

      recommended upgrades- Aiming systems mod.1, propulsion mod 2, steering gears mod 3/concealment expert, main battery mod 3

      KMS Cruisers-

      Cruisers of this nation feature very high health, Excellent AP damage, poor HE damage with the best penetration, good firing arcs, turrets with incredibly fast traverse speeds and rapid-fire guns with outstanding range. German cruisers start off as lighter versions of their contemporaries but become heavier and larger up the tech tree, especially after tier 6. Their AP shells are very useful in tandem with their HE. They have the highest AP damage shells with good belt penetration but with weaker deck penetration. They feature anemic HE shells but have the best HE penetration in class. The German hydroacoustic search is the best in the game. They also feature turtleback armor, making them harder to citadel, but unfortunately, the german cruisers get a lot better at tier 9, which are not in the game.

      Konigsberg- Very competitive ship. Excellent AP DPM and fire-starting capability complemented by good torpedos. Great at pretty much everything, but it is quite squishy with a sizeable citadel. Your AP shells allow you to violate broadside cruisers.

      Nurnberg- A gunship through and through. Extremely bad armor, but her 351,000 AP DPM allows you to rip through any adversary. She has IFHE built-in, which allows her to penetrate 38mm of armor with her HE shells. Her poor HE shell damage and fire chance are offset by the ridiculous amount of shells she can put out. Play cautiously, and watch everything wither under her fire.

      Yorck- A bit of an oddity. Has good HE as well as the traditional german AP. She features better turtleback armor, 210mm guns with fast reload and traverse.

      Admiral Hipper- Largest HP pool, great shell ballistics, rapid-firing guns with excellent traverse speed, Turtleback that works well against cruiser AP and has the excellent german hydro. The high initial shell velocity allows for excellent close range penetration and travel time. She is a brawler, through and through. Some people play her as a long-range AP spammer, but the Americans are far better at that and the hipper has poor deck protection.

      Playstyle- Not one singular playstyle. Tier 4 is a Cap contester(odd yes, I know), tier 5 is long-range fire support, tier 6 is fairly decent at close-quarters combat or long-range HE tossing, and tier 7 is a Brawler/ mid-range support.

      recommended upgrades- Aiming systems mod.1, propulsion mod 2/steering gears mod 2, concealment, main battery mod 3

      French Cruisers-

      The cruisers of this nation are very fast, are excellent fire starters, and have fast turning turrets with long ranges. They have the best engine boost in the game, giving them a 20% speed buff. All cruisers of this nation feature a "spaced armor" scheme. This consists of 2-3 layers of plating to get to the citadel. This results in them being ripped to shreds broadside. There are 2 outcomes to them when angles. The shell punches through and hits your citadel, deleting you, or it Penetrates the belt and bounces about, resulting in zero damage penetrations. shells hitting your deck still hurt a lot though. These ships perform great in open waters but suffer in close quarters combat due to their armor being ineffective there and their clumsiness. They frequently suffer from engine and steering gear knockouts.

      Now since I dislike these things for making IJN cruisers redundant at their main gimmick(still fun to use though), good HE shells, I will tell you how to overcome their spaced armor. Aim for the part below the front turret when angled, it will rip right through the armor scheme.

      Émile Bertin - A great ship. Very high speed of 39 knots, good fire-starting capabilities with powerful artillery. Fast main battery traverse and good maneuverability allow you to dodge incoming fire. Battleships shells often over-penetrate.

      La Galissonnière - Reinforced armor protection and rate of fire. Much slower base speed at 31 knots, but she reaches 37 with engine boost. She is still quite squishy and suffers from poor turret angles for her rear turret.

      Algérie - Heavier armor and firepower. Guns have a long-range with good HE and decent AP. Good ballistics, long-range torpedos, and excellent maneuverability. However, she has mediocre firing arcs, high citadel and is very slow without engine boost.

      Charles Martel- Decent armor, shells, and fast reload. Solid speed and maneuverability. The rate of fire allows here to have the Best HE and AP DPM and best fire chance per minute. However, she lacks the heal and HP of the other cruisers. Do not be disillusioned by this however, she has nowhere near the AP performance of Baltimore. Overall, she can simply be described as a better Mogami.

      Playstyle- Second line support ships early game, open water hunting of destroyers and kiting of battleships late game. Avoid damage by drifting and acceleration evasion when kiting battleships. One solid salvo will cripple you for the rest of the game as you lack the repair party consumable. Best in class fire chance will help burn down battleships.

      The possible legendary version of this line gets 240mm guns.

      recommended upgrades- Aiming systems mod.1, propulsion mod 2, steering gears mod 3, main battery mod 3

      Royal Navy Cruisers-

      Very early access to repair party that becomes a 40% super heal. They feature very rapid-firing guns with fast traverse and excellent auto bounce angles. Paper-thin armor and massive citadels are compensated for by frequent over pens and repair parties that heal a massive portion of citadel damage. No HE shells whatsoever. Their smoke generators further bolster their survivability. Among the best concealment values with outstanding acceleration values that retain speed at turns. You can get deleted in one salvo very often.

      Emerald- My vote for the squishiest cruiser in the game. Blows up violently if anyone looks at it. The crew probably left the shells on deck for faster reloading. Her Pros are much shorter than her cons, so I will only cover the pros. Very stealthy, has a repair party and an 8 torpedo broadside. Yep, that's it.

      Leander- Pretty mediocre. Repair party and smoke. Good AP shells. I am forced to write one of her pros as a " better secondary battery" to make this section more than 1 line long.

      Get ready, they get much better every tier.

      Fiji- Oh boy here we go. Great belt armor( better than the french Algerie), a straight-up 50% DPM increase from Leander. A terror to cruisers and destroyers up close, she can crush battleships with her DPM if stealth is maintained.

      Edinburgh- a 40% super heal, and can choose between Radar or Smoke generator.

      Playstyle- Support ships. Support can mean helping allies spot ships and torpedos or killing everything with your DPM. hunt destroyers and cruisers, take down battleships with support from teammates.

      The ships after Edinburgh get monstrously powerful but are not in this version. (for now?)

      recommended upgrades- Aiming systems mod.1, steering gears mod 2, concealment, main battery mod 3

      Soviet Cruisers

      The ships of this line are all about their main guns, which feature exceptional range, best in tier penetration values, shell ballistics and accuracy. The shells of these cruisers have very flat arcs, which allows them to pummel even agile destroyers at maximum range. They are typically the largest cruisers in their tier with large health pools. Their armour is quite weak however, with the exception of their bows. Showing broadside is a quick way to get back to port. These ships are very clumsy with massive turning circles but have excellent base speeds. Their AP shells have extremely high penetration values and damage, while their HE shells can penetrate 25mm to 30mm of armour plating, and have excellent damage and fire chance. Their torpedos are near useless, only count on them if you are forced into a brawl.

      These ships are a more offensive version of the American cruisers. American cruisers have high arcs to defend islands, Soviet cruisers have flat arcs to hit fleeing targets. American cruisers have a low range, long-duration radar while the soviets have a short duration, long-range radar.

      III Svietlana

      Great shells, good concealment and decent armour. She's slow and clumsy otherwise. just get over this grind.

      You get big guns with great qualities overall. The ship itself is quite fast and accelerates quickly. However, it is very squishy, clumsy and has poor concealment, common traits in this line.

      She features smaller 152mm guns with a higher rate of fire and an enhanced armor scheme. Her AP shells are the best by calibre, and can reliably score citadels on enemy cruisers close to 15km away. She is very fast with a base speed of 35 knots, but only in a straight line.

      An outstanding main battery of 12 152mm rapid-fire guns with excellent ballistic qualities and range. Due to her narrow hull and exposed citadel, battleships shells almost always over-penetrate. At this tier, your light cruiser AP falls off and you need to buff your HE shells instead. You have a massive turning radius of 900 metres. Do not ever try to dodge in this thing. Stay at long ranges and rain hell on your enemies.

      VII Chapayev

      Trading 2 knots of speed for more armour, Chapayev can now withstand destroyer shells. Her guns are perfect in every single way. Use your 12KM radar to bully destroyers and smoke cruisers. Your firing angles are better when firing from the front. With appropriate upgrades, you can use your radar from stealth.

      Long-range sniper cruisers. Use your good shell ballistics and excellent damage output to wither down your enemies from very long ranges. Transition from using AP to HE shells the higher the tier you go. You retain 4km torpedos throughout the line. If you are ever in the range to use them, expect an "it's just a flesh wound" medal to follow. Your armour scheme is better from the front, so try to bow tank enemies. Try to use smokescreen when you can, but ensure that a hydroacoustic search is active.

      With the equilibrium of power skill, soviet cruisers can violate the living crap out of battleships and cruisers. This skill allows you to penetrate 32mm armour with your HE shells, which is high tier battleship plating. Remember getting most of your shells shattering when shooting battleships? well, no more. the only time you shatter your shells is when your shells hit the turrets. The drawback? 10% damage reduction. Apparently doing 90% damage instead of 0% is going to balance this skill. Kuznetsov seems to be the aggressive commander, so go for him. These are aggressive cruisers. Their utility IS their damage output. From grinding this line on PC, I would go for Kuznetsov every time. Build for max range and HE shells with these cruisers. Forgo survivability. If you have trouble surviving then practice more with the other lines. Bowtank with island cover. Zip-around the map only if there is one ship that can target you, and only at your max range. Stop building for AP after tier 5, your guns are smaller and will lack penetration when compared to other cruisers.

      Here are my other guide(s)

      Feel free to ask questions and post feedback in the comments section.

      after this, I will make the battleship guide and maybe some updates to my other guides.


      The Broadside-class shared a common keel design with the Gladiator-class Star Destroyer.[7] Designed for long-range engagements, ships of this class had light armor and unimpressive acceleration and maneuverability. They were armed with missile launchers and two turbolasers.[2]

      Early models were armed with expensive diamond boron missiles that could be used to deadly effect against formations of tightly-packed ships. The range of the missiles made them very useful in long-range attacks.[2] These weapons were replaced by more economical concussion missiles in later models, though some of the cruisers still kept their lethal armament.[1] The payload was 1,200 missiles.[7]

      The cruiser, despite its poor maneuverability, was useful at firing long range missiles under enemy radar. This would leave the enemy confused with the sudden concentration of missiles bombarding their ships. Many Broadside-class cruisers, placed strategically where enemy radar would not detect them, could easily bring down a sizable fleet with a heavy flurry of concussion missiles, or at least bring down their shields leaving them vulnerable to attack.


      Plato Light Cruiser

      The Plato Light Cruiser was one of the first Cruiser-type vessels introduced by the Covenant of Antarctica. Although newer Cruisers have replaced it in the main battle line, the Plato has been re-classified as a Light Cruiser and continues to serve with distinction in many Covenant forces. As one of the smallest vessels capable of selecting between Covenant Radiant Energy Cannons and the standard Rapid-Fire Cannon turrets, the Plato is a flexible and affordable vessel


      Detailed Cruiser Nations Overview

      The upgrades posted here are for my playstyle.

      IJN Cruisers-

      The cruisers of this nation typically have High speeds, good concealment, and maneuverability. They have the strongest torpedo armament hindered by their poor firing arcs. Their guns are numerous and in slow-moving, relatively poorly armored turrets. Their shells have good arcs and have the best HE shell damage with good AP shells. They boast the best fire chance per shell of all cruisers but are offset by their poor ROF. Japanese cruisers are also the most accurate, sharing the same dispersion as destroyers, unlike all the other cruisers. Their citadels are also quite vulnerable. They sit pretty low in the water, so vertical dispersion favors you.

      The furry taco has the largest guns at this tier, allowing you to Smash the citadels of cruisers and battleships alike. Decent torpedo armament and good firing arcs. Shoot HE at a distance, AP up close. Good HP pool and Poor armor.

      Slightly better armor, rate of fire and maneuverability. You can crush light cruisers in a fight. Largely the same as the Furutaka in other aspects and playstyle. Aoba has a thick amroured deck for a cruiser that can either deflect battleship shells or arm them.

      Myōkō
      The first heavy cruiser in the line that feels heavy. Heavy in terms of armor, HP, artillery and torpedo firepower. It also has good concealment. Play as a strike cruiser, using your incredibly powerful broadside to act as a cruiser or destroyer hunter. Keep your engagements open with battleships.

      The pinnacle of the Imperial Japanese Navy cruiser line, Mogami combines the traits from the previous ships into one ship. Mogami offers 2 main playstyles. The first playstyle is that of a “night hunter”. With this playstyle, captains are recommended to spec into offence and concealment. Mogami can sneak in close enough to enemy ships, to deal massive damage and wreak havoc on enemy lines. Her large artillery broadside performs well in quick engagements, as other cruisers can outclass her in damage per minute. Mogami can deal a crippling blow to enemy cruisers in one salvo, with her large broadside and superior dispersion. Mogami can then send a whopping 16 torpedos, capable of cleaning out an entire flank. To compensate for her poor torpedo firing angles, cunning captains can use islands to turn over to fire torpedos, negating the restrictive firing arcs. It is recommended to always have an escape plan in mind before plotting an ambush. When enemy destroyers have been taken down, Mogami has the concealment to capture key areas.

      The second playstyle is that of a kiting cruiser. By turning away from enemy battleships, using her rudder and propulsion to evade enemy shells. This tactic works spectacularly well against a low amount of targets shooting you. With this playstyle, you are always in a position to fire your torpedos, taking advantage of your massive torpedo broadside to zone enemies. Her large HE alpha damage and superb fire chance allow her to burn enemy capital ships to the ground. Keep in mind, if you have fired 2 salvos since the enemy battleship last fired at you, be prepared to dodge. Good situational awareness is paramount in succeeding in this playstyle, as being caught in a turn by battleship AP is a ticket back to port.

      Ambush predators, akin to the Japanese destroyers. Using your high speeds and incredible broadside firepower to kill destroyers, cruisers, and battleships in an ambush often with a single salvo. Yout torp angles are good when firing from the back, and can be used in conjunction with your excellent concealment to escape your victim’s allies. Stuck in a bad position? Spray out your torpedos, run behind islands and hightail it. Is a ship rushing you? send 16 torpedos their way. You can then pummel another ship or hightail it. Everything about this line leads to its playstyle as an ambush predator. Slow reloads with high burst damage, fastest base speeds, and great concealment. The easy way to play them is sit far back and fire HE shells.

      recommended upgrades- Aiming systems mod.1, propulsion mod 2/steering gears mod 2, concealment, main battery mod 3

      USN Cruisers-

      All about their guns. Great primary and secondary batteries, lack of torpedos and best Anti-aircraft defense. Giving up torpedos after tier 4, they focus purely on spraying a hail of shells in any direction, due to their fast reloads and incredible turret traverse. Due to their high arcs, they can fire behind islands and easily penetrate the deck plating of even battleships. The Americans feature superheavy shells that retain their slow initial shell velocity better than any other cruiser and have the best penetration at all ranges. Their shells also feature improved penetration angles, which results in a lot fewer bounces when firing at angled targets. Tier 7 Baltimore features radar, which is an excellent tool for screening destroyers, and cruisers hiding in smoke. A well-placed salvo can wipe any cruiser hiding in smoke, especially light cruisers. They are less likely to over-penetrate due to their slow shell velocity. American cruisers feature-poor armor up to tier 5. The tier 6 can bounce cruiser shells, and tier 7 can withstand battleship salvos. The tiers at which American cruisers peak is above 8, which is missing in legends. as a result, only Baltimore features these superheavy AP shells. The ones found on lower tiers are much lighter. While they are vulnerable to battleship rushes, their DPM when fired at their upper belt or citadel of battleships can quickly destroy them.

      Tons of guns, fast rate of fire, weak armor. The amount of shells this thing fires can set multiple fires on battleships and destroy cruisers with it’s HE alone. Camp behind island, pew pew, enjoy the grind. Go out into the open, then get blown up by a strong wind.

      The Pepsi-Cola is the first heavy cruiser in the American line. The only thing heavy about this is its main battery, not armor. 10 203mm guns with slow reload allow for punishing AP salvos on cruisers and battleships. Treat it like an Omaha with more firepower, and you will do fine. Pensacola features the superheavy shells.

      New Orleans

      9 guns housed in quick traversing turrets, armor to withstand cruisers and excellent concealment. A very well rounded cruiser. Use the cover of islands at the start then transition into more open waters.

      Baltimore has heavier shells than the previous 2 cruisers shells and radar. Armor to withstand battleship salvos dues to the best belt armor for a cruiser in the game. 27mm plating is vulnerable only to 400+mm shells (minus her bow, that got nerfed for some reason. so is her rate of fire). Enjoy landing devastating strikes on cruisers, shredding battleships with your AP shells. If they are angled, use AP shells on their angled bow or superstructure. If you run into a french battleship, pummel their turrets with your AP shells to quickly destroy them. You can brawl with Ships like the Jean Bart easily this way.

      The pinnacle of the USN cruisers, Alaksa is an extremely powerful and versatile ship. Alaska Is able to counter every single class of ship effectively. Due to her 32mm bow, she can resist battleship shells when angled. Due to her 30s fire duration, Alaska does not take significant damage from fires as other large cruisers do. Due to her radar, she can screen for destroyers. her 305mm superheavy shells can punch through the citadels of even battleships.

      Stay behind island cover and obliterate broadside and angled ships with your AP shells. Slowly move in, but be careful. You lack the torpedo burst damage of the other cruisers. Once the enemy is thinned, you can push in aggressively and focus on taking down destroyers and cruiser, while your AP shells can deal heavy damage on battleships at long range. American cruisers are versatile, and can adapt to many battle situations.

      recommended upgrades- Aiming systems mod.1, propulsion mod 2, steering gears mod 3/concealment expert, main battery mod 3

      KMS Cruisers-

      Cruisers of this nation feature very high health, Excellent AP damage, poor HE damage with the best penetration, good firing arcs, turrets with incredibly fast traverse speeds and rapid-fire guns with outstanding range. German cruisers start off as lighter versions of their contemporaries but become heavier and larger up the tech tree, especially after tier 6. Their AP shells are very useful in tandem with their HE. They have the highest AP damage shells with good belt penetration but with weaker deck penetration. They feature anemic HE shells but have the best HE penetration in class. The German hydroacoustic search is the best in the game. They also feature turtleback armor, making them harder to citadel, but unfortunately, the german cruisers get a lot better at tier 9, which are not in the game…

      Very competitive ship. Excellent AP DPM and fire-starting capability complemented by good torpedos. Great at pretty much everything, but it is quite squishy with a sizeable citadel. Your AP shells allow you to violate broadside cruisers.

      A gunship through and through. Extremely bad armor, but her 351,000 AP DPM allows you to rip through any adversary. She has IFHE built-in, which allows her to penetrate 38mm of armor with her HE shells. Her poor HE shell damage and fire chance are offset by the ridiculous amount of shells she can put out. Play cautiously, and watch everything wither under her fire.

      A bit of an oddity. Has good HE as well as the traditional german AP. She features better turtleback armor, 210mm guns with fast reload and traverse.

      Admiral Hipper

      Largest HP pool, great shell ballistics, rapid-firing guns with excellent traverse speed, Turtleback that works well against cruiser AP and has the excellent german hydro. The high initial shell velocity allows for excellent close range penetration and travel time. She is a brawler, through and through. Some people play her as a long-range AP spammer, but the Americans are far better at that and the hipper has poor deck protection.

      Not one singular playstyle. Tier 4 is a Cap contester, tier 5 is long-range fire support, tier 6 is fairly decent at close-quarters combat or long-range HE tossing, and tier 7 is a Brawler/ mid-range support.

      recommended upgrades- Aiming systems mod.1, propulsion mod 2/steering gears mod 2, concealment, main battery mod 3

      French Cruisers-

      The cruisers of this nation are very fast, are excellent fire starters, and have fast turning turrets with long ranges. They have the best engine boost in the game, giving them a 20% speed buff. All cruisers of this nation feature a “spaced armor” scheme. This consists of 2-3 layers of plating to get to the citadel. This results in them being ripped to shreds broadside. There are 2 outcomes to them when angles. The shell punches through and hits your citadel, deleting you, or it Penetrates the belt and bounces about, resulting in zero damage penetrations. shells hitting your deck still hurt a lot though. These ships perform great in open waters but suffer in close quarters combat due to their armor being ineffective there and their clumsiness. They frequently suffer from engine and steering gear knockouts.

      To overcome their spaced armor. Aim for the part below the front turret when angled, it will rip right through the armor scheme.

      Émile Bertin

      A great ship. Very high speed of 39 knots, good fire-starting capabilities with powerful artillery. Fast main battery traverse and good maneuverability allow you to dodge incoming fire. Battleships shells often over-penetrate.

      La Galissonnière

      Reinforced armor protection and rate of fire. Much slower base speed at 31 knots, but she reaches 37 with engine boost. She is still quite squishy and suffers from poor turret angles for her rear turret.

      Heavier armor and firepower. Guns have a long-range with good HE and decent AP. Good ballistics, long-range torpedos, and excellent maneuverability. However, she has mediocre firing arcs, high citadel and is very slow without engine boost.

      Charles Martel

      Decent armor, shells, and fast reload. Solid speed and maneuverability. The rate of fire allows here to have the Best HE and AP DPM and best fire chance per minute. However, she lacks the heal and HP of the other cruisers. Do not be disillusioned by this however, she has nowhere near the AP performance of Baltimore. Overall, she can simply be described as a better Mogami.

      Second line support ships early game, open water hunting of destroyers and kiting of battleships late game. Avoid damage by drifting and acceleration evasion when kiting battleships. One solid salvo will cripple you for the rest of the game as you lack the repair party consumable. Best in class fire chance will help burn down battleships.

      The possible legendary version of this line gets 240mm guns.

      recommended upgrades- Aiming systems mod.1, propulsion mod 2, steering gears mod 3, main battery mod 3

      Royal Navy Cruisers-

      Very early access to repair party that becomes a 40% super heal. They feature very rapid-firing guns with fast traverse and excellent auto bounce angles. Paper-thin armor and massive citadels are compensated for by frequent over pens and repair parties that heal a massive portion of citadel damage. No HE shells whatsoever. Their smoke generators further bolster their survivability. Among the best concealment values with outstanding acceleration values that retain speed at turns. These cruisers are one of the hardest lines to play effectively, but an experienced captain with a good situational awareness and knowledge on how to use the many tools of this class can perform extremely well.

      My vote for the squishiest cruiser in the game. Blows up violently if anyone looks at it. The crew probably left the shells on deck for faster reloading. emerald is the only outright bad ship in the line, with a massive citadel and relatively weak artillery. Her one saving grace is the smokescreen and large torpedo armament.

      Leander features artillery is a significantly improved setup and longer ranged torpedos. She is a good and versatile ship for her tier

      Fiji has a massive increase in firepower over her predecessor, carrying 12 152mm guns, longer ranged torpedos and a thick main belt. Fiji is an extremely strong contender for the title of “bets Tier 6 cruiser”. Her AP often devstrikes destroyers due to their short fuse. As fiji gains access to the concealment module, she can adapt to almost every battle anc ome out on top.

      While Edinburgh carries the same artillery set up, she has a massively improved armour scheme and repair party consumable. Edinburgh carries a super heal that can heal up to 40% per charge. This allows her to essentially reprint half the ship every minute or so. with 3 charges of this consumable, she is a very durable cruiser, provided you live long enough to use them. Her bow is covered in 30mm plating, which allows her to block shells up to 420mm in diameter. As of now, the the Yamato is the only ship Edinburgh cannot bowtank. Edinburgh also gains the ability to swap her smoke generator consumable for a radar with 9km range. The radar consumable is recommended when playing in a division.

      Pretty much anything. The line has a massive amount of flexibility and can be played as artillery ships, support ships, or even as pseudo-destroyers.

      recommended upgrades- Aiming systems mod.1, steering gears mod 2, concealment, main battery mod 3

      Soviet Cruisers

      The ships of this line are all about their main guns, which feature exceptional range, best in tier penetration values, shell ballistics and accuracy. The shells of these cruisers have very flat arcs, which allows them to pummel even agile destroyers at maximum range. They are typically the largest cruisers in their tier with large health pools. Their armour is quite weak however, with the exception of their bows. Showing broadside is a quick way to get back to port. These ships are very clumsy with massive turning circles but have excellent base speeds. Their AP shells have extremely high penetration values and damage, while their HE shells can penetrate 25mm to 30mm of armour plating, and have excellent damage and fire chance. Their torpedos are near useless, only count on them if you are forced into a brawl.

      These ships are a more offensive version of the American cruisers. American cruisers have high arcs to defend islands, Soviet cruisers have flat arcs to hit fleeing targets. American cruisers have a low range, long-duration radar while the soviets have a short duration, long-range radar.

      III Svietlana

      Great shells, good concealment and decent armour. She’s slow and clumsy otherwise.

      You get big guns with great qualities overall. The ship itself is quite fast and accelerates quickly. However, it is very squishy, clumsy and has poor concealment, common traits in this line. Kirov is an excellent cruiser killer at the tier, due to her excellent AP shells.

      She features smaller 152mm guns with a higher rate of fire and an enhanced armor scheme. Her AP shells are the best by calibre, and can reliably score citadels on enemy cruisers close to 10km away. She is very fast with a base speed of 35 knots, but only in a straight line.

      An outstanding main battery of 12 152mm rapid-fire guns with excellent ballistic qualities and range. Due to her narrow hull and exposed citadel, battleships shells almost always over-penetrate. At this tier, your light cruiser AP falls off and you need to buff your HE shells instead. You have a massive turning radius of 900 metres. Do not ever try to dodge in this thing. Stay at long ranges and rain hell on your enemies.

      VII Chapayev

      Trading 2 knots of speed for more armour, Chapayev can now withstand destroyer shells. Her guns are perfect in every single way. Use your 12KM radar to bully destroyers and smoke cruisers. Your firing angles are better when firing from the front. With appropriate upgrades, you can use your radar from stealth.

      Long-range sniper cruisers. Use your good shell ballistics and excellent damage output to wither down your enemies from very long ranges. Transition from using AP to HE shells the higher the tier you go. You retain 4km torpedos throughout the line. If you are ever in the range to use them, expect an “It’s just a flesh wound” medal to follow. Your armour scheme is better from the front, so try to bow tank smaller enemies. Try to use allied smokescreens when you can, but ensure that a hydro acoustic search is active to prevent being struck by torpedos.

      With the equilibrium of power skill, soviet cruisers can devastate most battleships and all cruisers. This skill allows you to penetrate 32mm armour with your HE shells, which is high tier battleship plating. Remember getting most of your shells shattering when shooting battleships? well, no more. the only time you shatter your shells is when your shells hit the turrets. The drawback? 10% damage reduction.. Kuznetsov seems to be the aggressive commander, so go for him. These are aggressive cruisers. Their utility IS their damage output. Build for max range and HE shells with these cruisers. Forgo survivability. If you have trouble surviving then practice more with the other lines. Zip-around the map only if there is one ship that can target you, and only at your max range. Stop building for AP after tier 5, your guns are smaller and will lack penetration when compared to other cruisers.



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