In this brief guide, I will be covering armour angling. This works best for battleships and is an important part of battleship play, but this goes for all ships with some actual armour, cruisers included. Not angling yourself will get you killed quickly, painfully and frustratingly.
So, why is angling important? Well, angling your ship does two things for you. One, it gives the enemy a smaller profile to shoot at, and chances are that they'll miss more shots when firing at an angled ship. Two, it increases armor effectiveness, just like in World of Tanks. If you don't angle, expect to have your citadel (vital machinery bits of your ship) frequently penetrated. Before you ask, yes, angling a ship for increased armor effectiveness does have a basis in history.
For the pictures in this guide, I have used this base image of the Yamato, which I have edited over with colour to show the citadel (red) and the main armour belt (green).
1. Never, ever present your flat broadside to an enemy if possible. Your flat side will be easily penetrated by enemy guns, especially the bigger ones, and you will have a very bad time.
2. This is why armour angling—turning your ship relative to enemy guns—is important. Putting on a bit of angle helps, but sometimes it may not be enough.
3. For maximum damage reduction, an even tighter angle might be required.
4. However, put on too great an angle, and enemy shells will start penetrating the front of your superstructure and through your relatively thin internal decks, or through your relatively thin forward bulkheads (walls) and into your citadel. Here, the enemy shells are coming in towards you head-on.
5. So what is the optimal angle? In most cases, the best angle is the heaviest angle you can put on while still being able to bring all guns to bear at the enemy. However, this can change depending on scenario and ship.
Edited by Higgle, 18 July 2015 - 02:37 AM.