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What Nation Of Battleships Is Great At What?

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British battleships have great he and low concealment

French battleships are fast and tend to have a lot of guns and good aa

German battleships have a lot of hp and good secondaries

Japanese battleships have good long range guns and are great for sniping

American bbs are pretty well balanced all around. 

Now that's just a generalization of them, they will have their outliers and play differently at different tiers. The way they play at high tiers is usually a lot different than the lower tiers. 

Looking for a bb line to start? 

Edited by Ducky_shot

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There will always be outliers within lines and this is a summary written in like a minute (I don't have time for a giant post), but:

British: HE spam, great concealment
US: A bit of everything, plus AA (though that latter flavour is weak outside a couple tiers)
IJN: "Long range sniping" (as in they tend to excel from about 12-17kms)
French: A bit early to say, but they are generally fast tier-for-tier and have pretty nice pen on their guns for their calibre.
German: Close range brawlers and secondaries + near impossible to hit citadels (particularly at close ranges)

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RN BB has the best DPM and concealment, especially HE DPM. They play more like a cruiser does than any other battleship line. Price for that is they have the second-worst armor of all the BB lines(thick plates but zero incline) and lack the turtleback that the German line has.

 

MN BB has brutal AP alpha with reasonably competent guns. Their armor usually has some combination of low thickness or poor design. But if it works it works well. They also do everything else acceptably.

 

USN BB has the best armor tanks of any line. They're very durable with only one real exception. Don't take them into a brawl though. Higher accuracy than most lines, more consistently than IJN which only has better accuracy at long range.

 

IJN have longer range and better accuracy at range. Most of their ships focus on weight of fire with large guns. Most ships do not have great armor, those with more armor its usually just acceptable. Yamato's pen is very good for now, but expect that to fade when we get other lines with 457mm guns.

 

KM BB are built around having turtlebacks, their armor is otherwise quite bad. Toughest BB line at close range, they're often fat and have lots of HP. Come with the best secondaries for killing other battleships. Main battery guns are hamstrung by poor accuracy, gun performance, and quantity.

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USA= Good Firepower, decent armor, great AA

UK= Great HE, good concealment

French= Good Speed, multiple guns per turret

Germany= Great secondaries and close range armor protection

IJN= Decent speed and secondaries, great firepower

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It changes a bit as we go higher in the tiers.

Spoiler

IJN

+ Good, reliable gunnery at all practical ranges.  Good dispersion values.

+ Start 410mm (16") guns at Tier VII, going as far as the largest guns in the game, 460mm at Tier X with LOLPEN ability.  People can be bow on, angled, but with 460mm guns, just tape them through the bow to get pens, possibly even citadels.  IJN 460mm guns are the only BB guns that can do that.

+ Tend to have fair to good speed, turning circle radius being usually mediocre.

+ Have citadels to protect.

+ Decent secondaries.

+ Unless you got VIII Premium Kii, your AA is horrible.

+ Mediocre to terrible concealment ranges.

+ Mediocre turret traverse speeds, culminating with 72 seconds with X Yamato.

+ Highlight Ships that define the line:  V Kongo, VI Fuso, VII Nagato, VIII Amagi, IX Musashi (FreeXP), X Yamato.  VIII Premium Kii is there as the only Non-USN BB ship that can flat out say it has much better AA than equivalent tier USN BBs.  Which is impressive considering the tier she is in.

 

USN

+ Until Tier VIII, suffers greatly from very mediocre gun ranges.

+ Low-mid tier ones have wonky dispersion.

+ Start 406mm (16") guns at Tier VII but takes great leaps in power with Tier VIII and then again with IX-X guns.  The IX-X 16"/50 guns are fabulous in nailing targets at range.  Starting Tier IX is where USN BB competes for best all around BB gunnery at all practical ranges.

+ Starting Tier VII, good to FABULOUS AA.

+ Eventually get better and better concealment ranges.

+ Longest Damage Control Party active duration.

+ Below Tier VIII, notoriously slow to a point of being a detriment to the team with about 21kt speeds.  At VIII, get 27kts, IX get 33kts, X, 30kts.  Below Tier VIII, turn very well but you lose that agility with the 27kt and faster USN BBs.  Unless you got Premium VIII Alabama.

+ IMO, suspect gun reliability at range until Tier IX where they are deadly accurate at range.  Tier VIII has very strong shells but are floaty.

+ Lowered citadels with Tier IX-X from a change a while back.

+ Terrible secondaries.  Some at low tier have such terrible secondaries that they have zero rear firing arcs for them.

+ Turret traverse speeds get worse starting at Tier IX.

+ A late blooming BB Line (IMO)... Highlight Ships:  VI Premium Arizona, Tier VIII+, to include VIII Premium Alabama.

 

German

+ TURTLEBACKS!  The most forgiving BBs in the game where citadels against German BBs are harder to come by.

+ Best all-around secondaries in the game up and down the tiers with only some very recent challengers, the French.

+ Tends to have among the fastest speeds for a BB.  30kts is "The Standard" once you get to Tier VII.  This is an immense luxury.

+ Numerous ships in the line have suspect main battery dispersion with more range.  The problem greatly lessens when you get closer, but this becomes a major, major issue once you start seeing High Tier VIII-X matches.

+ 2 Premium BBs with torps (VII & VIII), 1 Tech Tree BB with torps (VII).  Unless they're stupid, nobody wants to knife fight with these German BBs.

+ Hydro access starting in Tier VIII.  Tier X accesses the Best Hydro in the game:  Tier X German Hydro.

+ Mediocre AA capability, protection scheme is poor against Armor Piercing Dive Bombers.

+ Respectable turret traverse speeds, needed for the short range fights these ships prefer and excel in.

+ Typically mediocre side for concealment ranges.

+ Highlight Ships that define the line:  V Konig, VII Premium Scharnhorst, VIII Bismarck / Premium Tirpitz, X GK.  Bismarck is easily the most played BB in WoWS, not just in NA server.

+ Starting Tier IX, have access to larger gun options:  406 or 420mm guns.  406mm are faster in reloading and have superior penetration at shorter ranges, 420mm have better pen at range but longer reload.

 

Royal Navy

+ Best BB HE shells in the game and are strong counters to the BB Bow On / Angled Meta.  Some are very notorious for this capability.  Low tier, VII, IX-X.

+ VI Queen Elizabeth is the odd BB in this line as it doesn't have the Mega HE ability and her guns, shells are closer to the traditional style of sister ship VI Premium Warspite.  Her AP is very good.

+ Decent to excellent concealment ranges.  The big jump in this capability starts in Tier VIII.

+ Low / Waterline Citadels starting Tier VII, but are prone to pens around the ship.  Especially to Cruiser shells.

+ In the Tech Tree, VI, VIII-X have the foundations for some good AA if you spec for it.

+ Mega Repair Party access starting in Tier IX and VII FreeXP Nelson.

+ Useless secondaries, makes USN look like German secondaries in comparison.

+ Some have early fusing for their AP shells, i.e. less overpens on Cruisers and certain spots on another BB.  There are opportunities to use this AP for greater damage but people tend to keep HE loaded all the time.

+ Highlight Ships that define the line:  V Iron Duke, VI Queen Elizabeth, VII KGV, IX Lion, X Conqueror

 

French - Brand new line so I may not have caught all the Line's quirks.

+ Starting Tier VI, they tend to be respectably fast sailing BBs.

+ Like German BBs, tend to struggle hitting things at medium and longer ranges, i.e. past 14km.

+ From what I've experienced, terrible armor Tier V-VII, but improves starting Tier VIII.

+ Very suspect AA until Tier VII, where they start having the foundations for very solid AA the rest of the tiers if you spec for it.

+ Starting Tier VIII, you can get 10.8km secondaries with a full build but French Secondaries really take off starting Tier IX and thru X.

+ Still have citadels to protect.

+ Tier VII has 16 guns.  SIXTEEN!

+ A number of ships tend to be low in caliber size for their tier.  VII has small caliber guns but tons of them.  VIII-IX has 380mm / 15" guns.  Starting Tier VIII, French BB guns have fabulous penetration, but even certain Cruisers at high tier can face tank that AP, while 406mm+ guns will punch through.

+ Respectable concealment ranges.

+ Starting Tier IX, some great, viable build options.  Main Battery, Survival, AA, Secondary Spec... All are valid choices, which is great as most BB lines lack options to make most of these as great options.

+ Somewhat late bloomers, but not as late as USN BBs... Highlight Ships that define the line:  VII Lyon for LOL 16 guns!  Tier VIII+.

 

All the BB Lines are great, IMO.  But some personal experiences:

USN is the hardest to jump into as they're very bad or mediocre until Tier VIII.  A number of the worst BBs in the game are found in the USN BB Line below Tier VIII.

German BBs are by far the easiest to jump into but that suspect main battery at range makes it harder with High Tier Matches (VIII-X).  VII Gneisenau throws some guys into fits of rage with only 6 guns.  SIX!

 

 

Edited by HazeGrayUnderway
  • Cool 2

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14 minutes ago, HazeGrayUnderway said:

It changes a bit as we go higher in the tiers.

  Reveal hidden contents

IJN

+ Good, reliable gunnery at all practical ranges.  Good dispersion values.

+ Start 410mm (16") guns at Tier VII, going as far as the largest guns in the game, 460mm at Tier X with LOLPEN ability.  People can be bow on, angled, but with 460mm guns, just tape them through the bow to get pens, possibly even citadels.  IJN 460mm guns are the only BB guns that can do that.

+ Tend to have fair to good speed, turning circle radius being usually mediocre.

+ Have citadels to protect.

+ Decent secondaries.

+ Unless you got VIII Premium Kii, your AA is horrible.

+ Mediocre to terrible concealment ranges.

+ Mediocre turret traverse speeds, culminating with 72 seconds with X Yamato.

+ Highlight Ships that define the line:  V Kongo, VI Fuso, VII Nagato, VIII Amagi, IX Musashi (FreeXP), X Yamato.  VIII Premium Kii is there as the only Non-USN BB ship that can flat out say it has much better AA than equivalent tier USN BBs.  Which is impressive considering the tier she is in.

 

USN

+ Until Tier VIII, suffers greatly from very mediocre gun ranges.

+ Low-mid tier ones have wonky dispersion.

+ Start 406mm (16") guns at Tier VII but takes great leaps in power with Tier VIII and then again with IX-X guns.

+ Starting Tier VII, good to FABULOUS AA.

+ Eventually get better and better concealment ranges.

+ Longest Damage Control Party active duration.

+ Below Tier VIII, notoriously slow to a point of being a detriment to the team with about 21kt speeds.  At VIII, get 27kts, IX get 33kts, X, 30kts.  Below Tier VIII, turn very well but you lose that agility with the 27kt and faster USN BBs.  Unless you got Premium VIII Alabama.

+ IMO, suspect gun reliability at range until Tier IX where they are deadly accurate at range.  Tier VIII has very strong shells but are floaty.

+ Lowered citadels with Tier IX-X from a change a while back.

+ Terrible secondaries.  Some at low tier have such terrible secondaries that they have zero rear firing arcs for them.

+ Turret traverse speeds get worse starting at Tier IX.

+ A late blooming BB Line (IMO)... Highlight Ships:  VI Premium Arizona, Tier VIII+, to include VIII Premium Alabama.

 

German

+ TURTLEBACKS!  The most forgiving BBs in the game where citadels against German BBs are harder to come by.

+ Best all-around secondaries in the game up and down the tiers with only some very recent challengers, the French.

+ Tends to have among the fastest speeds for a BB.  30kts is "The Standard" once you get to Tier VII.  This is an immense luxury.

+ Numerous ships in the line have suspect main battery dispersion with more range.  The problem greatly lessens when you get closer, but this becomes a major, major issue once you start seeing High Tier VIII-X matches.

+ 2 Premium BBs with torps (VII & VIII), 1 Tech Tree BB with torps (VII).  Unless they're stupid, nobody wants to knife fight with these German BBs.

+ Hydro access starting in Tier VIII.  Tier X accesses the Best Hydro in the game:  Tier X German Hydro.

+ Mediocre AA capability, protection scheme is poor against Armor Piercing Dive Bombers.

+ Respectable turret traverse speeds, needed for the short range fights these ships prefer and excel in.

+ Typically mediocre side for concealment ranges.

+ Highlight Ships that define the line:  V Konig, VII Premium Scharnhorst, VIII Bismarck / Premium Tirpitz, X GK.  Bismarck is easily the most played BB in WoWS, not just in NA server.

+ Starting Tier IX, have access to larger gun options:  406 or 420mm guns.  406mm are faster in reloading and have superior penetration at shorter ranges, 420mm have better pen at range but longer reload.

 

Royal Navy

+ Best BB HE shells in the game and are strong counters to the BB Bow On / Angled Meta.  Some are very notorious for this capability.  Low tier, VII, IX-X.

+ VI Queen Elizabeth is the odd BB in this line as it doesn't have the Mega HE ability and her guns, shells are closer to the traditional style of sister ship VI Premium Warspite.  Her AP is very good.

+ Decent to excellent concealment ranges.  The big jump in this capability starts in Tier VIII.

+ Low / Waterline Citadels starting Tier VII, but are prone to pens around the ship.  Especially to Cruiser shells.

+ In the Tech Tree, VI, VIII-X have the foundations for some good AA if you spec for it.

+ Mega Repair Party access starting in Tier IX and VII FreeXP Nelson.

+ Useless secondaries, makes USN look like German secondaries in comparison.

+ Some have early fusing for their AP shells, i.e. less overpens on Cruisers and certain spots on another BB.  There are opportunities to use this AP for greater damage but people tend to keep HE loaded all the time.

+ Highlight Ships that define the line:  V Iron Duke, VI Queen Elizabeth, VII KGV, IX Lion, X Conqueror

 

French - Brand new line so I may not have caught all the Line's quirks.

+ Starting Tier VI, they tend to be respectably fast sailing BBs.

+ Like German BBs, tend to struggle hitting things at medium and longer ranges, i.e. past 14km.

+ From what I've experienced, terrible armor Tier V-VII, but improves starting Tier VIII.

+ Very suspect AA until Tier VII, where they start having the foundations for very solid AA the rest of the tiers if you spec for it.

+ Starting Tier VIII, you can get 10.8km secondaries with a full build but French Secondaries really take off starting Tier IX and thru X.

+ Still have citadels to protect.

+ Tier VII has 16 guns.  SIXTEEN!

+ A number of ships tend to be low in caliber size for their tier.  VII has small caliber guns but tons of them.  VIII-IX has 380mm / 15" guns.  Starting Tier VIII, French BB guns have fabulous penetration, but even certain Cruisers at high tier can face tank that AP, while 406mm+ guns will punch through.

+ Respectable concealment ranges.

+ Starting Tier IX, some great, viable build options.  Main Battery, Survival, AA, Secondary Spec... All are valid choices, which is great as most BB lines lack options to make most of these as great options.

+ Somewhat late bloomers, but not as late as USN BBs... Highlight Ships that define the line:  VII Lyon for LOL 16 guns!  Tier VIII+.

 

All the BB Lines are great, IMO.  But some personal experiences:

USN is the hardest to jump into as they're very bad or mediocre until Tier VIII.  A number of the worst BBs in the game are found in the USN BB Line below Tier VIII.

German BBs are by far the easiest to jump into but that suspect main battery at range makes it harder with High Tier Matches (VIII-X).  VII Gneisenau throws some guys into fits of rage with only 6 guns.  SIX!

 

 

I agree with your views on all accounts, and I wish to support your point of German BBs being weak to USN AP bombs with an anecdote. Was commanding my Essex when I ordered two squadrons of dive bombers equipped with AP bombs to attack a Gneisenau. Using manual drop, landed nearly all of the bombs, and nuked the Gneis from nearly full health to nothing. Had to pick my jaw up off the floor after seeing the damage number pop up after the drop. It may as well have said "all of his HP".

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American Battleships have big, powerful, and generally accurate main battery, decent armor, relatively weak secondaries, and very strong AA ratings.

Japanese Battleships also have big, powerful, accurate main battery, but have slightly better armor, slightly better secondaries, but a weaker AA rating.

German battleships are brawlers. Their main battery is generally less accurate and effective, but their armor is very strong, as is their secondaries, which are the best in the game. They are very large ships with average AA ratings, however, and are usually punished by CV's regularly.

British Battleships are a bit odd. They are generally more tanky and are more adept at attacking CL/CA with their short-fused AP rounds (meaning they don't penetrate as well at range) and usually underperform against other Battleships. Their HE rounds are actually very good, and will usually bow tank other Battleships and spam HE at them, to a good degree of success.

French Battleships, the newest of the bunch, are the fast ships. They have the speed boost consumable, allowing some of the higher tier BB's to be able to chase down Cruisers around their tier. Main battery is generally smaller than the others, but armor and secondaries are pretty good. AA ratings are about average.

So, to sum up in a few words for each;

 USN : Anti-CV, Mid-range gun duels. :cap_rambo:

 IJN : Big guns.:etc_red_button: (Accurate representation of Yamato's ship delete button)

 KMS : Brawler. Likes getting in close.:cap_viking:

 RN : Anti-CL/CA, HE spam.:fish_boom:

 France :Gotta go fast. And also kinda close, but not KMS close.:cap_cool:

Hope that helps a little.

Edited by Halonut24

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So most of the ship lines don't come into their own until t8, with the British not coming into their own at t9 with the upgraded damage control. 

 

French T8+: Fantastic penetration, speed boost, decent turtle back, plated in 32mm of armor so weak against HE, fantastic range for tier at t8 and t10. Speed boost is best used for increasing speed at which you can turn.

 

Germans t7+: Exceptionally good bows and armor plating that prevents overmatch form AP shells, as well as resists raw HE damage very well. Good secondaries, but irrelevant after t8 due to necessity of fire prevention at t9+. Good ap pen, turrets turn quickly, but the ships in general turn like bricks. AP shells general do less damage than comparable ships at same tier 

 

USN t8+: Good forward firepower, great AA as long as you aren't spammed with HE, great accuracy,  kinda low AP max damage at t10, slow at t8 still (27 is still behind the rest pack the pack), second fastest at t9, average at t10. Their citadel protection is now very meh with the AP change, but the best part about the ships is their plated in 38mm of armor, so you can resist most 203mm HE spam(the alpha) as well as long flat sections of armor, so you can be very effective when angling, while still making it easy to bring back guns into the fight. 

 

British BBs t9 plus: good at HE spam, played in 32mm of armor, so takes ton of HE alpha like the french, most of the line excluding monarch and qe is good at HE spam, but the line comes into it's own with lion and Conq, which both have fantastic Heals, but with very long cool down times. 120 seconds vs 80 seconds with premium consumables. Their citadel protection is still okay due to how fair down in the water their citadels are, but still heavily nerfed by Ap change.

 

Japanese bbs at all tier have good guns, but Yamato is a complete departure from the normal ijn bb with it's turret layout and armor scheme. Fantastic resistance to HE along midships, poor AP protection, slowest at tier, slowest turret traverse in game, ability to overmatch 32mm of armor, best range in game, best battleship accuracy in game, overall a strong ship, but doesn't really lineup with ships that come before it.

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Something I forgot to add with my earlier post, Psicopro had a thread with BB Penetration Tables.

 

Just keep in mind a typo error for Tier X BBs.  The Lion 419mm is supposed to be Conqueror 457mm.

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5 hours ago, HazeGrayUnderway said:

It changes a bit as we go higher in the tiers.

  Hide contents

IJN

+ Good, reliable gunnery at all practical ranges.  Good dispersion values.

+ Start 410mm (16") guns at Tier VII, going as far as the largest guns in the game, 460mm at Tier X with LOLPEN ability.  People can be bow on, angled, but with 460mm guns, just tape them through the bow to get pens, possibly even citadels.  IJN 460mm guns are the only BB guns that can do that.

+ Tend to have fair to good speed, turning circle radius being usually mediocre.

+ Have citadels to protect.

+ Decent secondaries.

+ Unless you got VIII Premium Kii, your AA is horrible.

+ Mediocre to terrible concealment ranges.

+ Mediocre turret traverse speeds, culminating with 72 seconds with X Yamato.

+ Highlight Ships that define the line:  V Kongo, VI Fuso, VII Nagato, VIII Amagi, IX Musashi (FreeXP), X Yamato.  VIII Premium Kii is there as the only Non-USN BB ship that can flat out say it has much better AA than equivalent tier USN BBs.  Which is impressive considering the tier she is in.

 

USN

+ Until Tier VIII, suffers greatly from very mediocre gun ranges.

+ Low-mid tier ones have wonky dispersion.

+ Start 406mm (16") guns at Tier VII but takes great leaps in power with Tier VIII and then again with IX-X guns.  The IX-X 16"/50 guns are fabulous in nailing targets at range.  Starting Tier IX is where USN BB competes for best all around BB gunnery at all practical ranges.

+ Starting Tier VII, good to FABULOUS AA.

+ Eventually get better and better concealment ranges.

+ Longest Damage Control Party active duration.

+ Below Tier VIII, notoriously slow to a point of being a detriment to the team with about 21kt speeds.  At VIII, get 27kts, IX get 33kts, X, 30kts.  Below Tier VIII, turn very well but you lose that agility with the 27kt and faster USN BBs.  Unless you got Premium VIII Alabama.

+ IMO, suspect gun reliability at range until Tier IX where they are deadly accurate at range.  Tier VIII has very strong shells but are floaty.

+ Lowered citadels with Tier IX-X from a change a while back.

+ Terrible secondaries.  Some at low tier have such terrible secondaries that they have zero rear firing arcs for them.

+ Turret traverse speeds get worse starting at Tier IX.

+ A late blooming BB Line (IMO)... Highlight Ships:  VI Premium Arizona, Tier VIII+, to include VIII Premium Alabama.

 

German

+ TURTLEBACKS!  The most forgiving BBs in the game where citadels against German BBs are harder to come by.

+ Best all-around secondaries in the game up and down the tiers with only some very recent challengers, the French.

+ Tends to have among the fastest speeds for a BB.  30kts is "The Standard" once you get to Tier VII.  This is an immense luxury.

+ Numerous ships in the line have suspect main battery dispersion with more range.  The problem greatly lessens when you get closer, but this becomes a major, major issue once you start seeing High Tier VIII-X matches.

+ 2 Premium BBs with torps (VII & VIII), 1 Tech Tree BB with torps (VII).  Unless they're stupid, nobody wants to knife fight with these German BBs.

+ Hydro access starting in Tier VIII.  Tier X accesses the Best Hydro in the game:  Tier X German Hydro.

+ Mediocre AA capability, protection scheme is poor against Armor Piercing Dive Bombers.

+ Respectable turret traverse speeds, needed for the short range fights these ships prefer and excel in.

+ Typically mediocre side for concealment ranges.

+ Highlight Ships that define the line:  V Konig, VII Premium Scharnhorst, VIII Bismarck / Premium Tirpitz, X GK.  Bismarck is easily the most played BB in WoWS, not just in NA server.

+ Starting Tier IX, have access to larger gun options:  406 or 420mm guns.  406mm are faster in reloading and have superior penetration at shorter ranges, 420mm have better pen at range but longer reload.

 

Royal Navy

+ Best BB HE shells in the game and are strong counters to the BB Bow On / Angled Meta.  Some are very notorious for this capability.  Low tier, VII, IX-X.

+ VI Queen Elizabeth is the odd BB in this line as it doesn't have the Mega HE ability and her guns, shells are closer to the traditional style of sister ship VI Premium Warspite.  Her AP is very good.

+ Decent to excellent concealment ranges.  The big jump in this capability starts in Tier VIII.

+ Low / Waterline Citadels starting Tier VII, but are prone to pens around the ship.  Especially to Cruiser shells.

+ In the Tech Tree, VI, VIII-X have the foundations for some good AA if you spec for it.

+ Mega Repair Party access starting in Tier IX and VII FreeXP Nelson.

+ Useless secondaries, makes USN look like German secondaries in comparison.

+ Some have early fusing for their AP shells, i.e. less overpens on Cruisers and certain spots on another BB.  There are opportunities to use this AP for greater damage but people tend to keep HE loaded all the time.

+ Highlight Ships that define the line:  V Iron Duke, VI Queen Elizabeth, VII KGV, IX Lion, X Conqueror

 

French - Brand new line so I may not have caught all the Line's quirks.

+ Starting Tier VI, they tend to be respectably fast sailing BBs.

+ Like German BBs, tend to struggle hitting things at medium and longer ranges, i.e. past 14km.

+ From what I've experienced, terrible armor Tier V-VII, but improves starting Tier VIII.

+ Very suspect AA until Tier VII, where they start having the foundations for very solid AA the rest of the tiers if you spec for it.

+ Starting Tier VIII, you can get 10.8km secondaries with a full build but French Secondaries really take off starting Tier IX and thru X.

+ Still have citadels to protect.

+ Tier VII has 16 guns.  SIXTEEN!

+ A number of ships tend to be low in caliber size for their tier.  VII has small caliber guns but tons of them.  VIII-IX has 380mm / 15" guns.  Starting Tier VIII, French BB guns have fabulous penetration, but even certain Cruisers at high tier can face tank that AP, while 406mm+ guns will punch through.

+ Respectable concealment ranges.

+ Starting Tier IX, some great, viable build options.  Main Battery, Survival, AA, Secondary Spec... All are valid choices, which is great as most BB lines lack options to make most of these as great options.

+ Somewhat late bloomers, but not as late as USN BBs... Highlight Ships that define the line:  VII Lyon for LOL 16 guns!  Tier VIII+.

 

All the BB Lines are great, IMO.  But some personal experiences:

USN is the hardest to jump into as they're very bad or mediocre until Tier VIII.  A number of the worst BBs in the game are found in the USN BB Line below Tier VIII.

German BBs are by far the easiest to jump into but that suspect main battery at range makes it harder with High Tier Matches (VIII-X).  VII Gneisenau throws some guys into fits of rage with only 6 guns.  SIX!

 

 

Wow, thanks for that write up. I learned alot, especially about the RN BB line. I didn't quite understand what they were really about, save for the whole HE spam thingie, but after reading this I am quite intrigued.

Now, if it's not too much trouble, would it be okay to ask for the same thing for the cruiser lines? I must confess that I am somewhat interested in cruisers, but I have no idea on what different specialties and powers that each line has. xD

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3 hours ago, Blorgh2017 said:

Wow, thanks for that write up. I learned alot, especially about the RN BB line. I didn't quite understand what they were really about, save for the whole HE spam thingie, but after reading this I am quite intrigued.

Now, if it's not too much trouble, would it be okay to ask for the same thing for the cruiser lines? I must confess that I am somewhat interested in cruisers, but I have no idea on what different specialties and powers that each line has. xD

Like BB Lines, the Cruisers can change quite drastically.

Spoiler

 

Up to Tier V in general:

+ Poor armor.  Some are so bad in armor, i.e. RN CLs going into Tier V, that DD caliber HE shells can citadel them.  DDs with guns as small as 100mm can citadel a number of these with HE.  Think about that.

+ Almost all going into Tier V are Light Cruisers (CLs), 155mm or smaller guns.  Exceptions are V Kirov (RU) and V Furutaka (upgraded;  IJN).  CLs share a common characteristic:  Fast shooting, low power guns.

+ Poor AA capability.

+ No Defensive Fire except for IV Premium Yubari (IJN).  Carriers aren't exactly scared of Cruisers until later.

 

Cruisers are defined by their Consumable access.

Radar:  A key characteristic to some Cruisers.  Go to the link and take note of the differences.  Some like VIII+ RU Cruiser and X USN Cruiser are things that DD players despise.

Hydro:  All Cruiser Lines access Hydro, unlike Radar which only some do.  Again, take note of the differences but Hydro only starts getting very useful at high tiers, most especially the best of the best, the gold standard: Tier X German Hydro.

Defensive Fire:  Tech Tree VI is where Defensive Fire starts becoming accessible.  Only Premium IV Yubari (IJN) accesses it earlier.

Repair PartyThis is a very jealously guarded capability for Cruisers in general, Tier IX is the first to access this key ability for all.  The only ones differing from this?  Tier III+ RN CLs, VIII Atago (IJN).

Smoke:  Even more jealously guarded Cruiser capability.  V+ RN CLs, VIII Mikhail Kutuzov (RU), VI Perth (Commonwealth), VI Huang He (Pan-Asian CL) are the only ones with smoke access.

 

USN - One of the game's 2 original Cruiser Lines.  Like USN BBs, a difficult ship line but the "gems" are scattered.  Sort of.

+ Starting Tier VI, they access Defensive Fire and their AA capability ramps up.  VI Cleveland is THE first true AA Cruiser of considerable strength in the game.  She is THE first slap across the face that new CV players encounter, "Why did all my planes disappear?  There's no fighters around!"

+ USN Cruiser AA changes a bit past VI Cleveland and VII Premium Atlanta.  They lose Cleveland's long range AA killing power (7.2km) for deadlier short and mid-range AA power.  Max range is 6km for Tier VII Premium Indianapolis & Pensacola, VIII New Orleans.  Get back lethal, all around AA and long range against starting Tier IX.  In general, USN Cruisers despite these differences, are good AA platforms.  Very few get close to their level.

+ Tech Tree starts becoming Heavy Cruisers (CAs) at Tier VII Pensacola.

+ USN CAs are pretty unique in that their AP shells have slightly better bounce angles, i.e. they can shoot at targets that are a bit more angled and still get penetrations, whereas other lines will get bounced against that same angle.

+ USN CAs tend to have mediocre reload times.  This changes starting Tier IX with Baltimore having 10 second reload (8.8 with MBM3 slotted).  X Des Moines has 5.5 second reload!

+ In general, from VII on the AP is very good for Cruisers but their HE shells have mediocre Fire Chance.

+ Cleveland at VI is a DPM monster but her shells are VERY floaty, where engaging ships past 11km that aren't BBs can be problematic if you're not used to them.  A RU DD spamming shells at you at 13km?  Cleveland is in trouble.

+ Some of the game's squishiest Cruisers are found here.  VII Pensacola, VII Premium Indianapolis & Atlanta, VIII New Orleans.  Even X Des Moines is squishy.

+ Tier VII-IX USN Tech Tree USN Cruisers are among the bleakest spots in the game.  Very bad performers.

+ Tier IX Baltimore (upgraded) and X Des Moines access SHS / Super Heavy Shells (AP).  Very strong.

+ Floaty shells for Tier VI Cleveland, IX Baltimore, X Des Moines.  Makes it difficult to hit Non-BB threats at medium and longer ranges, but the one saving grace with floaty shells is that it allows these Cruisers to hide behind some low islands and lob shells over them.  As long as someone is spotting for you, you can shoot and hit in safety.

+ Lose torpedo tubes in the tech tree starting at Tier VI.  VII Premium Atlanta has torps still, but suicide short 4.5km range only.

+ In general, have decent concealment ranges.

+ Radar access starts in VII Premiums Atlanta & Indianapolis.  For Tech Tree ships, starts at Tier VIII.  USN Cruiser Radar is a balance on range and active time.  Des Moines at X has the longest active Radar timer.

+ The "tankiest" USN Cruisers (which is relative, Cruisers are still squishy a.f. to BB AP shells) are VI Cleveland and IX Baltimore, which incidentally, historically Baltimore development was rooted in the Cleveland-class.

+ Highlight USN Cruisers that define the line:  VI Cleveland, VII Premium Atlanta (very quirky, unique, but squishy ship, read up before considering her), X Des Moines (super fast firing guns, DPM monster, strong AA, stealth + radar + spammy guns make her a cap contesting ace).

++++ This line is going to undergo a USN Cruiser Line Split soon.  I don't know when but search for USN Cruiser Split for threads about it ++++

 

IJN - One of the game's original 2 Cruiser Lines at launch in 2015.

+ Excellent HE shells with very high fire chances, which becomes truly definitive starting at Tier VII Myoko.  These ships were game's first true Fire Breathers, The Cooker of Battleships.

+ In general, the most powerful and long ranged Cruiser Torpedoes are found here.  Several can reach to 10km and when they hit, they are punishing.

+ Starting Tier VI, IJN Cruiser Torpedo Tube arcs become more restrictive, emphasizing rear / side-rear launches.  This means that they're useful for very carefully prepared island ambushes or when they're kiting.  A fleeing IJN Cruiser from VII on can literally take retreat, drop 10km torps, turn, drop the other side, and reload, around a minute, and do the same thing again.  If they are smart, they can do this undetected, while kiting, and let rushing enemies run into them.  Then when they eat torps, floods, use their Damage Control Party, unload their HE shells into them, land fires, and they are totally screwed.

+ 10km torps?  Well, you lose that at Tier X Zao as she has 8km F3 torpedoes.  VERY FAST, VERY POWERFUL torps but you lose the 10km range.

+ Earliest adopters of 8" / 203mm guns, the first to become CAs, starting at Tier V Furutaka.

+ So-so AP performance, but it goes up quite a bit with Zao at Tier X.

+ Easily the slowest cruiser turret traverse in the game as a line, even at Tier X.  The worst is at VII Myoko.

+ Excellent stealth as a Cruiser Line, only RN CLs are stealthier.

+ IJN CAs tend to pack lots of armament.  203mm x 10 for Tier VII-IX, x12 at Tier X.  Double sets of torpedo launchers per side.  "Wow, Haze!  That's a lot of firepower!  What's the catch?"  The catch is that IJN CAs are literally floating citadels because they have so many guns and torpedo tubes, so many magazines to get hit.  IJN Cruiser players must be super-paranoid about showing too much sides.

+ VIII Mogami is unique in that she is the only Cruiser in the game that starts off as a CL with 155mm guns, then research CA guns of 203mm, and go back and forth in Port.

+ Tier X Zao has high velocity, low arcing shells.  I call them, "Zao Lazorz."

+ AWFUL AA!  The worst Cruiser AA in the game, tier for tier, every tier.

+ With the line so dependent on 203mm guns, IFHE is not a driving theme for this Cruiser Line, unless you're playing the lowest tiered IJN Cruisers or VIII Mogami in 155mm CL configuration.  What this means is the 4pts for IFHE can instead go to other more important things.

+ TONS OF CLONE SHIPS:  Many ARP clones of VII Myoko.  1 ARP clone of Premium VIII Atago, the ARP Takao.  There are also the Southern and Eastern Dragon Cruisers, i.e. more VII Myoko clones.

+ Highlight IJN Cruisers that define the line:  V Furutaka (8" guns in Tier V and citadeling the sh*t out of VII Atlanta never gets old), VII Myoko (except for very slow turret traverse, she is the herald of the rest of IJN Cruiser Gameplay), VIII Mogami, VIII Premium Atago (stealthy, Repair Party access), X Zao.

 

KM - The Germans are the 3rd introduced Cruiser Line.

+ HE shells tend to have the lowest shell damage and mediocre fire chance.  There was a buff a while back where German Cruiser HE Shells had better penetration than is typical for all other Cruiser Lines' HE.  This is a key buff as it gave German Cruisers steady damage output with their HE.

+ AP shells have lots of shell damage, but they drag and lose power at longer ranges below Tier VIII.  German Cruisers now emphasize HE but must be ready to look for targets that would be vulnerable to their high damage AP salvo.  This lets you maximize a German Cruiser's damage potential.

+ VII Yorck is the odd one:  It's AP floats very badly with range while her HE shells have the best HE damage in the entire line, and is easier to use at range.

+ Very useful torpedo arcs, better than IJN ones, but you only have 6km range at best.  However, they tend to pack double torp launchers per side.  An ambushing KM Cruiser is dangerous.

+ Hull-C VI Nurnberg can slot Defensive Fire.

+ Odd turret arrangements at Tier V, VI, IX.  2 turrets in the back, one in the front.  Makes them very awkward on the attack / pursuit, but very good if kiting.

+ AA starts getting really good with Tier VIII.  Matter of fact, at Tier VIII, KM CAs have better, all-around AA than New Orleans, Pensacola, and Indianapolis.  X Hindenburg could be setup with very lethal AA.

+ While Hydro access is nothing new for Cruisers, German Cruiser Hydro is always better than the other Cruiser Lines.  X is the best of the best.

+ X Hindenburg deserves special mention:  Very tough in a short range fight, hard to citadel her that way.  Double set of torp launchers per side, fast firing guns, easy ability to hit at range... This makes Hindy a very well rounded Cruiser.  Annoying a.f. at long range and very deadly in a short range fight.  Don't forget that Tier X German Cruiser Hydro.

+ Highlight ships that define the line:  VI Nurnberg (rear guns can turn 360 degrees), IX Roon, X Hindenburg.

 

RU - The 4th introduced Cruiser Line, came out after the game went live.

+ Squishy Cruisers until Tier X Moskva.  These are NOT short range fighting Cruisers as they will get obliterated easily at such ranges.

+ Long range emphasis - Very long gun ranges, high velocity shells, low shell arcs, and a dependence on CL-grade 152mm guns longer than other Cruiser Lines.  Below Tier X, RU Cruisers don't necessarily punish you by single-strike mega damage salvos, but by consistently hitting at long range.

+ Mediocre Fire Chances for their HE shells, but this is made up for by their long range gunnery and fast shooting guns.  Eventually they put you on fire sooner rather than later.

+ Tend to have mediocre to terrible concealment ranges.  Hard to sneak around with RU Cruisers, especially the ones for Tier IX-X.

+ Combine the above characteristics and you can see why RU Cruisers need to stay at range and do steady damage.  You try to get close, you're going to get rekt.  If you like to get in close, this line is NOT for you.

+ 180mm gun access at Tier VI Kirov, VI Premium Molotov, IX Dmitri Donskoi.  They are a hybrid of sort between spammy 152mm guns and slower, stronger 203mm guns of other lines.+ RU Radar tends to have short active time but the longest ranges.  Starts Radar access at Tier VIII.

+ Poor to mediocre AA for most of the line but AA starts getting really good for Tier IX-X.

+ Useful torpedo tube arcs but cr@p ranges at typically 4.5km.  By the time you get great torpedo range it's Tier Focking IX, and then Moskva at Tier X has no torpedoes :Smile-angry:

+ X Moskva on the bow is notoriously tough and some BB players give up shooting at a bow on Moskva.  However, any hits to her sides?  Devastating.  But her guns are long ranged, quick flying shells, and very hard hitting.  She can AP and HE, set fires quite well.

+ DO NOT GET PREMIUM SHIP "KRASNY KRYM" AT TIER V.  Terrible ship.

+ Special mention for VIII Premium Mikhail Kutuzov - Excellent long range 152mm gunnery, 8km torps (big surprise for a RU Cruiser), and most of all... SMOKE!

+ With so much of the line dependent on 152mm guns, the pressure of taking IFHE+DE is considerable.  Case in point, most RU Cruisers will have poor AA capability because their guns demand so much build dedication, so when I go for a RU Cruiser as a Carrier, unless it's Moskva, I'm not too worried about aircraft losses.  RU Cruiser Players will have IFHE, DE over AFT, BFT.

+ Highlight RU Cruisers that define the line:  IV Svietlana, V Murmansk (because it's an Omaha-class and it's hilariously better than the USN versions in the tier by a LONG SHOT), VI Budyonny, VIII Chapayev (balance of stealth and long range RU Radar, 152mm spam), X Moskva.

 

RN CLs - 5th introduced Cruiser Line.  No CAs!  Except for VII Premium Belfast, no HE shells!

+ Outside some very squishy USN Cruisers, RN CLs are the home to a bunch of super squishy ones.  Tier V and below, Tier IX-X are notoriously squishy, easy to citadel Cruisers.

+ Stealthiest Cruiser Line in the game, better than even the IJN Cruiser Line.  IX Neptune however is the odd one as it has very bad concealment, the worst of VII+ RN CLs.  Smart RN CL players leverage that concealment.  For some of them, it lets them fill in for a DD in certain situations, i.e. VI Leander, X Minotaur to stealthily take a cap.

+ Special consumables access:  Repair Party access starts at Tier III.  Smoke access starts at Tier V.  Players of other Cruiser Lines will look at that access very jealously.

+ Radar Access starts at Tier VIII but the RN CL player must sacrifice Smoke consumable to get it.

+ RN CLs accelerate very well.

+ Tech Tree RN CLs have no HE!  What they do get are AP shells that have USN CA AP bounce angle benefits and quick fusing shells.  This makes RN CLs very dangerous to ships that they catch their sides.  Even BBs can get their superstructures badly mauled by RN CL AP.  Fro Tier VI on, RN CL AP shells are also, easily, hands down, consistently the best DD Killers.  RN CL AP of those tiers bag regular penetration damage on Destroyers.  It's horrific for the DD.  A DD caught by Neptune, Minotaur are in SERIOUSLY DEEP SH*T.

+ No Defensive Fire access at all!  However, starting at Tier IX in the tech tree, the AA can still be very powerful if specced for it.  Range could go as far as 8.6km!

+ RN CL players tend to gravitate to more static fighting tactics, due to being squishy (they don't like gunfighting spotted, on open water) and having smoke.  They're somewhat clumsy in offensive movement but when the match is static, RN CLs tend to shine greatly.

+ Torpedo power varies greatly.  Useful torp arcs all tiers, and up to Tier V, has very heavy torpedo loads.   Lots of torps but albeit short range.  However, loses the torpedo heavy loads for Tier VI-VIII.  Regain that heavy torpedo load for Tier IX-X.  Double sets of launchers per side and 10km torps.  Tier IX-X, RN CLs have the best torpedo capability.

+ RN CLs have the unique capability to fire single or salvo launch torpedoes.  Select your torpedoes with "3" key.  Hit it again and again, and you can see the torpedo lead indicator widen or narrow, depending on single or salvo launch.  Only Cruiser Line that can do this.  This can let RN CL players put a tremendous amount of torpedoes in keyhole attacks, or have the standard torp drop spread.

+ VII Premium Belfast is unique.  It has HE+AP shell options while other RN CLs don't, but she doesn't have the special RN CL AP.  She can access Smoke & Radar & Hydro at the same time.  She accesses the upgrade slot that at Tier VII that other ship lines need Tier VIII for.  For most Belfast users this means CSM1 to make her stealthier.  She is often accused of being "Brokenly Overpowered."  Do you play Ranked?  Get ready to see her again in VII Ranked.

+ Highlight ships?  V Emerald because of how terrible she is, VI Leander because it's the first RN CL that is actually good, VII Fiji, VII Premium Belfast, VIII Fiji v1.5, X Minotaur

 

French - 6th introduced, newest Cruiser Line.

+ IMO, very suspect AP shell performance.

+ However, they have great HE + Fire starting capability.  The Fire Chance is only surpassed by IJN Cruisers.  X Henri IV has an unholy 22% Fire Chance.  Add in Demo Expert and the 2 signal flags, that goes to 25%!  You can taste the BB Tears at long range.

+ Unique Cruiser Line with Engine Boost access.  An Engine Boosting French Cruiser at range can be very annoying to nail.

+ What defines French Cruiser Gameplay?  Lots of open water to maneuver, Engine Boost on, and hitting Battleships at ranges where most of them struggle to hit anything.  Just be careful.  Not all those BB players suck in their aim:Smile_hiding:  This Cruiser Line is an open water fighting line through and through.  Struggles more in confined spaces.

+ CL caliber weapons going into Tier VI.

+ Switches to CA caliber 203mm guns starting Tier VII.

+ IMO, very mediocre torpedo capability.  Tube launch arcs are fine, range is alright but the torpedo loads are very light.  Even X Henri IV has a weak torpedo loadout.

+ Mediocre concealment ranges, but it's not as big a deal if you are playing the typical French Cruiser Dance and shooting at long range.

+ Very meh AA capability but starting Tier IX, it ramps up heavily and can be nasty if specced for it.

+ Highlight ships that define the line?  VI Premium De Grasse because it was what La Galissionniere was supposed to be, VII Algerie is the template for the rest of the line, VIII Charles Martel is widely loved, X Henri IV.

 

Again, it must be emphasized, that a "Tanky" Cruiser is relative.  It generally means how they resist DD & Cruiser shells.  BB shells always bring the dangerous chance that you can be insta-rekt in a Cruiser.  You angle or evade, very few chances you can actually "tank" Battleship AP shells.  The absolute best form of defense as a Cruiser is NOT to get hit.

 

Lastly, though you may see some harsh criticisms by me with certain tiers and certain Cruisers, at Tier X, they are all fabulous in their own ways.

 

 

Edited by HazeGrayUnderway
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11 minutes ago, HazeGrayUnderway said:

Like BB Lines, the Cruisers can change quite drastically.

  Reveal hidden contents

 

Up to Tier V in general:

+ Poor armor.  Some are so bad in armor, i.e. RN CLs going into Tier V, that DD caliber HE shells can citadel them.  DDs with guns as small as 100mm can citadel a number of these with HE.  Think about that.

+ Almost all going into Tier V are Light Cruisers (CLs), 155mm or smaller guns.  Exceptions are V Kirov (RU) and V Furutaka (upgraded;  IJN).  CLs share a common characteristic:  Fast shooting, low power guns.

+ Poor AA capability.

+ No Defensive Fire except for IV Premium Yubari (IJN).  Carriers aren't exactly scared of Cruisers until later.

 

Cruisers are defined by their Consumable access.

Radar:  A key characteristic to some Cruisers.  Go to the link and take note of the differences.  Some like VIII+ RU Cruiser and X USN Cruiser are things that DD players despise.

Hydro:  All Cruiser Lines access Hydro, unlike Radar which only some do.  Again, take note of the differences but Hydro only starts getting very useful at high tiers, most especially the best of the best, the gold standard: Tier X German Hydro.

Defensive Fire:  Tech Tree VI is where Defensive Fire starts becoming accessible.  Only Premium IV Yubari (IJN) accesses it earlier.

Repair PartyThis is a very jealously guarded capability for Cruisers in general, Tier IX is the first to access this key ability for all.  The only ones differing from this?  Tier III+ RN CLs, VIII Atago (IJN).

Smoke:  Even more jealously guarded Cruiser capability.  V+ RN CLs, VIII Mikhail Kutuzov (RU), VI Perth (Commonwealth), VI Huang He (Pan-Asian CL) are the only ones with smoke access.

 

USN - One of the game's 2 original Cruiser Lines.  Like USN BBs, a difficult ship line but the "gems" are scattered.  Sort of.

+ Starting Tier VI, they access Defensive Fire and their AA capability ramps up.  VI Cleveland is THE first true AA Cruiser of considerable strength in the game.  She is THE first slap across the face that new CV players encounter, "Why did all my planes disappear?  There's no fighters around!"

+ USN Cruiser AA changes a bit past VI Cleveland and VII Premium Atlanta.  They lose Cleveland's long range AA killing power (7.2km) for deadlier short and mid-range AA power.  Max range is 6km for Tier VII Premium Indianapolis & Pensacola, VIII New Orleans.  Get back lethal, all around AA and long range against starting Tier IX.  In general, USN Cruisers despite these differences, are good AA platforms.  Very few get close to their level.

+ Tech Tree starts becoming Heavy Cruisers (CAs) at Tier VII Pensacola.

+ USN CAs are pretty unique in that their AP shells have slightly better bounce angles, i.e. they can shoot at targets that are a bit more angled and still get penetrations, whereas other lines will get bounced against that same angle.

+ USN CAs tend to have mediocre reload times.  This changes starting Tier IX with Baltimore having 10 second reload (8.8 with MBM3 slotted).  X Des Moines has 5.5 second reload!

+ In general, from VII on the AP is very good for Cruisers but their HE shells have mediocre Fire Chance.

+ Cleveland at VI is a DPM monster but her shells are VERY floaty, where engaging ships past 11km that aren't BBs can be problematic if you're not used to them.  A RU DD spamming shells at you at 13km?  Cleveland is in trouble.

+ Some of the game's squishiest Cruisers are found here.  VII Pensacola, VII Premium Indianapolis & Atlanta, VIII New Orleans.  Even X Des Moines is squishy.

+ Tier VII-IX USN Tech Tree USN Cruisers are among the bleakest spots in the game.  Very bad performers.

+ Tier IX Baltimore (upgraded) and X Des Moines access SHS / Super Heavy Shells (AP).  Very strong.

+ Floaty shells for Tier VI Cleveland, IX Baltimore, X Des Moines.  Makes it difficult to hit Non-BB threats at medium and longer ranges, but the one saving grace with floaty shells is that it allows these Cruisers to hide behind some low islands and lob shells over them.  As long as someone is spotting for you, you can shoot and hit in safety.

+ Lose torpedo tubes in the tech tree starting at Tier VI.  VII Premium Atlanta has torps still, but suicide short 4.5km range only.

+ In general, have decent concealment ranges.

+ Radar access starts in VII Premiums Atlanta & Indianapolis.  For Tech Tree ships, starts at Tier VIII.  USN Cruiser Radar is a balance on range and active time.  Des Moines at X has the longest active Radar timer.

+ The "tankiest" USN Cruisers (which is relative, Cruisers are still squishy a.f. to BB AP shells) are VI Cleveland and IX Baltimore, which incidentally, historically Baltimore development was rooted in the Cleveland-class.

+ Highlight USN Cruisers that define the line:  VI Cleveland, VII Premium Atlanta (very quirky, unique, but squishy ship, read up before considering her), X Des Moines (super fast firing guns, DPM monster, strong AA, stealth + radar + spammy guns make her a cap contesting ace).

++++ This line is going to undergo a USN Cruiser Line Split soon.  I don't know when but search for USN Cruiser Split for threads about it ++++

 

IJN - One of the game's original 2 Cruiser Lines at launch in 2015.

+ Excellent HE shells with very high fire chances, which becomes truly definitive starting at Tier VII Myoko.  These ships were game's first true Fire Breathers, The Cooker of Battleships.

+ In general, the most powerful and long ranged Cruiser Torpedoes are found here.  Several can reach to 10km and when they hit, they are punishing.

+ Starting Tier VI, IJN Cruiser Torpedo Tube arcs become more restrictive, emphasizing rear / side-rear launches.  This means that they're useful for very carefully prepared island ambushes or when they're kiting.  A fleeing IJN Cruiser from VII on can literally take retreat, drop 10km torps, turn, drop the other side, and reload, around a minute, and do the same thing again.  If they are smart, they can do this undetected, while kiting, and let rushing enemies run into them.  Then when they eat torps, floods, use their Damage Control Party, unload their HE shells into them, land fires, and they are totally screwed.

+ 10km torps?  Well, you lose that at Tier X Zao as she has 8km F3 torpedoes.  VERY FAST, VERY POWERFUL torps but you lose the 10km range.

+ Earliest adopters of 8" / 203mm guns, the first to become CAs, starting at Tier V Furutaka.

+ So-so AP performance, but it goes up quite a bit with Zao at Tier X.

+ Easily the slowest cruiser turret traverse in the game as a line, even at Tier X.  The worst is at VII Myoko.

+ Excellent stealth as a Cruiser Line, only RN CLs are stealthier.

+ IJN CAs tend to pack lots of armament.  203mm x 10 for Tier VII-IX, x12 at Tier X.  Double sets of torpedo launchers per side.  "Wow, Haze!  That's a lot of firepower!  What's the catch?"  The catch is that IJN CAs are literally floating citadels because they have so many guns and torpedo tubes, so many magazines to get hit.  IJN Cruiser players must be super-paranoid about showing too much sides.

+ VIII Mogami is unique in that she is the only Cruiser in the game that starts off as a CL with 155mm guns, then research CA guns of 203mm, and go back and forth in Port.

+ Tier X Zao has high velocity, low arcing shells.  I call them, "Zao Lazorz."

+ AWFUL AA!  The worst Cruiser AA in the game, tier for tier, every tier.

+ With the line so dependent on 203mm guns, IFHE is not a driving theme for this Cruiser Line, unless you're playing the lowest tiered IJN Cruisers or VIII Mogami in 155mm CL configuration.  What this means is the 4pts for IFHE can instead go to other more important things.

+ TONS OF CLONE SHIPS:  Many ARP clones of VII Myoko.  1 ARP clone of Premium VIII Atago, the ARP Takao.  There are also the Southern and Eastern Dragon Cruisers, i.e. more VII Myoko clones.

+ Highlight IJN Cruisers that define the line:  V Furutaka (8" guns in Tier V and citadeling the sh*t out of VII Atlanta never gets old), VII Myoko (except for very slow turret traverse, she is the herald of the rest of IJN Cruiser Gameplay), VIII Mogami, VIII Premium Atago (stealthy, Repair Party access), X Zao.

 

KM - The Germans are the 3rd introduced Cruiser Line.

+ HE shells tend to have the lowest shell damage and mediocre fire chance.  There was a buff a while back where German Cruiser HE Shells had better penetration than is typical for all other Cruiser Lines' HE.  This is a key buff as it gave German Cruisers steady damage output with their HE.

+ AP shells have lots of shell damage, but they drag and lose power at longer ranges below Tier VIII.  German Cruisers now emphasize HE but must be ready to look for targets that would be vulnerable to their high damage AP salvo.  This lets you maximize a German Cruiser's damage potential.

+ VII Yorck is the odd one:  It's AP floats very badly with range while her HE shells have the best HE damage in the entire line, and is easier to use at range.

+ Very useful torpedo arcs, better than IJN ones, but you only have 6km range at best.  However, they tend to pack double torp launchers per side.  An ambushing KM Cruiser is dangerous.

+ Hull-C VI Nurnberg can slot Defensive Fire.

+ Odd turret arrangements at Tier V, VI, IX.  2 turrets in the back, one in the front.  Makes them very awkward on the attack / pursuit, but very good if kiting.

+ AA starts getting really good with Tier VIII.  Matter of fact, at Tier VIII, KM CAs have better, all-around AA than New Orleans, Pensacola, and Indianapolis.  X Hindenburg could be setup with very lethal AA.

+ While Hydro access is nothing new for Cruisers, German Cruiser Hydro is always better than the other Cruiser Lines.  X is the best of the best.

+ X Hindenburg deserves special mention:  Very tough in a short range fight, hard to citadel her that way.  Double set of torp launchers per side, fast firing guns, easy ability to hit at range... This makes Hindy a very well rounded Cruiser.  Annoying a.f. at long range and very deadly in a short range fight.  Don't forget that Tier X German Cruiser Hydro.

+ Highlight ships that define the line:  VI Nurnberg (rear guns can turn 360 degrees), IX Roon, X Hindenburg.

 

RU - The 4th introduced Cruiser Line, came out after the game went live.

+ Squishy Cruisers until Tier X Moskva.  These are NOT short range fighting Cruisers as they will get obliterated easily at such ranges.

+ Long range emphasis - Very long gun ranges, high velocity shells, low shell arcs, and a dependence on CL-grade 152mm guns longer than other Cruiser Lines.  Below Tier X, RU Cruisers don't necessarily punish you by single-strike mega damage salvos, but by consistently hitting at long range.

+ Mediocre Fire Chances for their HE shells, but this is made up for by their long range gunnery and fast shooting guns.  Eventually they put you on fire sooner rather than later.

+ Tend to have mediocre to terrible concealment ranges.  Hard to sneak around with RU Cruisers, especially the ones for Tier IX-X.

+ Combine the above characteristics and you can see why RU Cruisers need to stay at range and do steady damage.  You try to get close, you're going to get rekt.  If you like to get in close, this line is NOT for you.

+ 180mm gun access at Tier VI Kirov, VI Premium Molotov, IX Dmitri Donskoi.  They are a hybrid of sort between spammy 152mm guns and slower, stronger 203mm guns of other lines.+ RU Radar tends to have short active time but the longest ranges.  Starts Radar access at Tier VIII.

+ Poor to mediocre AA for most of the line but AA starts getting really good for Tier IX-X.

+ Useful torpedo tube arcs but cr@p ranges at typically 4.5km.  By the time you get great torpedo range it's Tier Focking IX, and then Moskva at Tier X has no torpedoes :Smile-angry:

+ X Moskva on the bow is notoriously tough and some BB players give up shooting at a bow on Moskva.  However, any hits to her sides?  Devastating.  But her guns are long ranged, quick flying shells, and very hard hitting.  She can AP and HE, set fires quite well.

+ DO NOT GET PREMIUM SHIP "KRASNY KRYM" AT TIER V.  Terrible ship.

+ Special mention for VIII Premium Mikhail Kutuzov - Excellent long range 152mm gunnery, 8km torps (big surprise for a RU Cruiser), and most of all... SMOKE!

+ Highlight RU Cruisers that define the line:  IV Svietlana, V Murmansk (because it's an Omaha-class and it's hilariously better than the USN versions in the tier by a LONG SHOT), VI Budyonny, VIII Chapayev (balance of stealth and long range RU Radar, 152mm spam), X Moskva.

 

RN CLs - 5th introduced Cruiser Line.  No CAs!  Except for VII Premium Belfast, no HE shells!

+ Outside some very squishy USN Cruisers, RN CLs are the home to a bunch of super squishy ones.  Tier V and below, Tier IX-X are notoriously squishy, easy to citadel Cruisers.

+ Stealthiest Cruiser Line in the game, better than even the IJN Cruiser Line.  IX Neptune however is the odd one as it has very bad concealment, the worst of VII+ RN CLs.  Smart RN CL players leverage that concealment.  For some of them, it lets them fill in for a DD in certain situations, i.e. VI Leander, X Minotaur to stealthily take a cap.

+ Special consumables access:  Repair Party access starts at Tier III.  Smoke access starts at Tier V.  Players of other Cruiser Lines will look at that access very jealously.

+ Radar Access starts at Tier VIII but the RN CL player must sacrifice Smoke consumable to get it.

+ RN CLs accelerate very well.

+ Tech Tree RN CLs have no HE!  What they do get are AP shells that have USN CA AP bounce angle benefits and quick fusing shells.  This makes RN CLs very dangerous to ships that they catch their sides.  Even BBs can get their superstructures badly mauled by RN CL AP.  Fro Tier VI on, RN CL AP shells are also, easily, hands down, consistently the best DD Killers.  RN CL AP of those tiers bag regular penetration damage on Destroyers.  It's horrific for the DD.  A DD caught by Neptune, Minotaur are in SERIOUSLY DEEP SH*T.

+ No Defensive Fire access at all!  However, starting at Tier IX in the tech tree, the AA can still be very powerful if specced for it.  Range could go as far as 8.6km!

+ RN CL players tend to gravitate to more static fighting tactics, due to being squishy (they don't like gunfighting spotted, on open water) and having smoke.  They're somewhat clumsy in offensive movement but when the match is static, RN CLs tend to shine greatly.

+ Torpedo power varies greatly.  Useful torp arcs all tiers, and up to Tier V, has very heavy torpedo loads.   Lots of torps but albeit short range.  However, loses the torpedo heavy loads for Tier VI-VIII.  Regain that heavy torpedo load for Tier IX-X.  Double sets of launchers per side and 10km torps.  Tier IX-X, RN CLs have the best torpedo capability.

+ RN CLs have the unique capability to fire single or salvo launch torpedoes.  Select your torpedoes with "3" key.  Hit it again and again, and you can see the torpedo lead indicator widen or narrow, depending on single or salvo launch.  Only Cruiser Line that can do this.  This can let RN CL players put a tremendous amount of torpedoes in keyhole attacks, or have the standard torp drop spread.

+ VII Premium Belfast is unique.  It has HE+AP shell options while other RN CLs don't, but she doesn't have the special RN CL AP.  She can access Smoke & Radar & Hydro at the same time.  She accesses the upgrade slot that at Tier VII that other ship lines need Tier VIII for.  For most Belfast users this means CSM1 to make her stealthier.  She is often accused of being "Brokenly Overpowered."  Do you play Ranked?  Get ready to see her again in VII Ranked.

+ Highlight ships?  V Emerald because of how terrible she is, VI Leander because it's the first RN CL that is actually good, VII Fiji, VII Premium Belfast, VIII Fiji v1.5, X Minotaur

 

French - 6th introduced, newest Cruiser Line.

+ IMO, very suspect AP shell performance.

+ However, they have great HE + Fire starting capability.  The Fire Chance is only surpassed by IJN Cruisers.  X Henri IV has an unholy 22% Fire Chance.  Add in Demo Expert and the 2 signal flags, that goes to 25%!  You can taste the BB Tears at long range.

+ Unique Cruiser Line with Engine Boost access.  An Engine Boosting French Cruiser at range can be very annoying to nail.

+ What defines French Cruiser Gameplay?  Lots of open water to maneuver, Engine Boost on, and hitting Battleships at ranges where most of them struggle to hit anything.  Just be careful.  Not all those BB players suck in their aim:Smile_hiding:  This Cruiser Line is an open water fighting line through and through.  Struggles more in confined spaces.

+ CL caliber weapons going into Tier VI.

+ Switches to CA caliber 203mm guns starting Tier VII.

+ IMO, very mediocre torpedo capability.  Tube launch arcs are fine, range is alright but the torpedo loads are very light.  Even X Henri IV has a weak torpedo loadout.

+ Mediocre concealment ranges, but it's not as big a deal if you are playing the typical French Cruiser Dance and shooting at long range.

+ Very meh AA capability but starting Tier IX, it ramps up heavily and can be nasty if specced for it.

+ Highlight ships that define the line?  VI Premium De Grasse because it was what La Galissionniere was supposed to be, VII Algerie is the template for the rest of the line, VIII Charles Martel is widely loved, X Henri IV.

 

Again, it must be emphasized, that a "Tanky" Cruiser is relative.  It generally means how they resist DD & Cruiser shells.  BB shells always bring the dangerous chance that you can be insta-rekt in a Cruiser.  You angle or evade, very few chances you can actually "tank" Battleship AP shells.  The absolute best form of defense as a Cruiser is NOT to get hit.

 

 

:O

Thank you very much for such timely response. It must've taken you quite a time to write all that up. I wish I could give you more than one upvote.

Once again, I learned a lot. However, there're a lot of information in your post, so it would take me some time to digest them all, lol. xD

I have one last question if it's okay with you: right now, I'm still new and I enjoy playing BB's (good for newbies like me), and I feel like the most I enjoy are the tanky brawlings of Germans and zippity speeds of French. I also very much like lots of quirks, like lots of consumables or some sort of interesting gimmicks. So, if I were to start working on a cruiser line now, which line do you most recommend?

Again, thank you very much. :]

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2 hours ago, Blorgh2017 said:

:O

Thank you very much for such timely response. It must've taken you quite a time to write all that up. I wish I could give you more than one upvote.

Once again, I learned a lot. However, there're a lot of information in your post, so it would take me some time to digest them all, lol. xD

I have one last question if it's okay with you: right now, I'm still new and I enjoy playing BB's (good for newbies like me), and I feel like the most I enjoy are the tanky brawlings of Germans and zippity speeds of French. I also very much like lots of quirks, like lots of consumables or some sort of interesting gimmicks. So, if I were to start working on a cruiser line now, which line do you most recommend?

Again, thank you very much. :]

I got that stuff down but I'm sure there's some details I missed.  I think I got the general rundown for them though.

Spoiler

 

As of right now, there's no Cruiser Line that combines utility (Radar, AA, Hydro, etc.), toughness, close range specialization.  You have Cruiser Lines that have 2 out of 3 of those but not all 3.  Even then, these characteristics only manifest in Tier X because in prior tiers, they all have even less of those characteristics and are really left wanting.

 

At Tier X:

 

RU - Moskva:

+ Very tough bow on but super squishy on the sides.

+ Long range 11.7km radar but very short active duration of 25 seconds.

+ Her concealment is utter sh*te and if you want to try to sneak close to a cap and use Radar, you can't sneak... Her concealment is BB Levels of Bad.

+ For as long range as her Radar is, her sh*te concealment of 13.8km makes it annoying to figure if that stealthed up DD stalking and detecting you is really within Radar range or trolling you at 13km outside of your Radar.  You can gamble and pop Radar still but don't be surprised if it picks up nothing.  Good DD players know how to f--k with solo Moskvas.

+ Her gunnery at all practical ranges however is deadly.

+ No torps!

+ Great AA.

+ If she has to fight in a short range mess, her immense sides, squishy sides, and clumsy sailing make her very vulnerable.

+ If Moskva gives up Defensive Fire, she can have both Hydro & Radar Slotted.  Very cool!

 

KM - Hindenburg:

+ Tough to citadel in the sides, very stubborn to take down in a short range fight.

+ Tons of torpedoes but 6km range.

+ Strong, spammy guns.

+ Tier X German Hydro, fabulous!

+ Her gunnery at all practical ranges is superb also.  If not in pure power, in spam ability.

+ No Radar!  Tier X German Hydro has great range for Hydro but 5.88km Hydro Range < 11.7km of Moskva Radar or 9.9km of Des Moines Radar.  A Destroyer is perfectly capable of stalking a Hindenburg with little to fear 1-on-1.  They can't do that against DM.

 

RN - Minotaur:

+ EXTREMELY SUPER SQUISHY

+ Hands down the best concealment of Tier X Cruisers at 8.9km with full stealth build.

+ Mega Repair Party but be careful... Citadel and Torp Damage render this consumable as useless as other Repair Parties against that kind of damage.

+ RN CL AP with very fast reload make her dangerous in a short range fight.

+ Torpedoes galore with 10km range.

+ Radar is identical to Des Moines, 9.9km range and 45 seconds active time.

+ Radar meshes very well with her 8.9km detection range, so Radar Minotaur can sneak up and pop Radar undetected.

+ To slot Radar, you need to give up Smoke.  Most RN CL players are loathe to give that up, especially considering how squishy the ship is.

+ IF you do Radar Minotaur, you can have Hydro & Radar slotted!

+ Floaty shells make leading fast, small ships at range a problem.

+ Very fast turning turrets.

+ Sails very well in confined waters.

 

FR - Henri IV:

+ Very elusive at range, especially with Engine Boost active.

+ Like Zao, Moskva, Hindenburg, very proficient at range also.  Nasty high HE Fire Chance.

+ Has torps but very weak loadout in the amount you can drop per launcher.

+ Very clumsy, sluggish to maneuver or turn in a short range fight.  Couple that with being a large Cruiser with squishy sides, she's very bad in a knife fight.

+ No Radar!

 

IJN - Zao:

+ Trollish protection that lets her get away with some attacks against her.

+ Guns suitable and dangerous at all practical engagement ranges.

+ Torps but very limited launch arcs.

+ Slowest turret traverse of all Tier X Cruisers, making her not ideal to seek a close range fight unless doing ambushes, or some other scenario where the cards are stacked in Zao's favor.

+ No Radar!

 

USN - Des Memes:

+ Spammy 5.5 second gun reload, also has great SHS AP shells.  If DM can't punch through with AP (i.e. bow on targets), then she can burn them down with hard hitting HE shells on 5.5 second reloads.

+ Shares same Radar as Minotaur.  Unlike Minotaur, Des Moines has Radar slotted by default, whereas Mino has to give up smoke.

+ DM players can drop Defensive Fire and slot Hydro, so she can have both Hydro & Radar at the same time!

+ Stealth Build takes her detection range down to 10.6km, a decent value.  Her Radar range is 9.9km, so if you were sailing head on towards an expected DD threat, you can wait a few seconds as you keep sailing after you're detected, pop Radar, and catch the sonuvab*tch.  DD players hate dealing with DM's sh*t.

+ Floaty shells can be a problem hitting some targets at range.

+ Next squishiest Tier X Cruiser, only Minotaur is squishier.

+ Sails well in confined waters.

+ No torpedoes!

 

As you can see, each of the Tier X Cruisers are fabulous in certain aspects and cr@p at other things.  They don't quite have all that you're looking for in one package, and the weaknesses they do have are significant to what you wanted.  Hindenburg is the closest to meet all you want but having no Radar really clamps down on her utility.  The Hydro is GREAT but it's not Radar!

 

So again... It all depends.

 

As for which Cruiser Line to jump into first... IMO...

- USN Cruisers are the most difficult and problematic.  Squishy ships, annoying gunnery in several ships... They will test your patience.  They also throw tons of AWFUL Cruisers at you in the tech tree.

- RN Cruisers at low tier are there if you are into BDSM.  They get better later but they are very quirky ships, as their qualities in my overview for them show.

- RU Cruisers got utility and excellent gunnery but for most of the game they are very squishy Cruisers.  They suck REALLY BAD if the match comes down to a RU Cruiser having to push a cap.  They are among the worst Cruisers to do that job.  At range they are awesome and easy to play.  In short range, they are very vulnerable.

- French Cruisers are pure ranged specialists, no utility, clumsy in a short ranged fight.  However, fighting at range is easy.

- German Cruisers are a bit more flexible because of their rounded gunnery even for long range fighting and having tons of torpedoes.  Dangerous in short and long ranges.  But the Tough German Cruiser doesn't exist until Tier IX-X and you have no Radar access.

- IJN Cruisers lack Radar access, utility but like others, are good at ranged gunnery.  They have great stealth.  But they're also floating citadels.

 

As a line, I think German Cruisers are the most all around and easy to get into.  They are good at range and their useful, heavy torpedo loads make them very dangerous in a knife fight.  They just don't have the Radar that RU & USN Cruisers get, don't get that level of utility.

 

One thing I have to add about playing a Radar Cruiser is how stressful it is.  You're trying to get in very short ranges, preferably without getting spotted and deleted by the 4-5 BBs per match on a team.  You are SUPER PARANOID about being detected early because it tips your hand, and when you get spotted early before you get into cover, you can be out in the open and deleted.

 

In contrast to this, is the Long Range Cruiser Gameplay:  You just sail at long range where many BB players struggle to hit you, just remembering to use WASD keys every now and then, and keep shooting at long range, causing fires on a BB or whatever.  It's so easy, and far less stressful.  It is SIGNIFICANTLY EASIER playing the long range spam game like Zao, Moskva, Hindenburg, Henri IV, than playing the cap contesting, short range utility Cruiser.  Playing something like Utility Des Moines helping on the caps is not for the faint of heart.

Edited by HazeGrayUnderway
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16 hours ago, HazeGrayUnderway said:

I got that stuff down but I'm sure there's some details I missed.  I think I got the general rundown for them though.

  Hide contents

 

As of right now, there's no Cruiser Line that combines utility (Radar, AA, Hydro, etc.), toughness, close range specialization.  You have Cruiser Lines that have 2 out of 3 of those but not all 3.  Even then, these characteristics only manifest in Tier X because in prior tiers, they all have even less of those characteristics and are really left wanting.

 

At Tier X:

 

RU - Moskva:

+ Very tough bow on but super squishy on the sides.

+ Long range 11.7km radar but very short active duration of 25 seconds.

+ Her concealment is utter sh*te and if you want to try to sneak close to a cap and use Radar, you can't sneak... Her concealment is BB Levels of Bad.

+ For as long range as her Radar is, her sh*te concealment of 13.8km makes it annoying to figure if that stealthed up DD stalking and detecting you is really within Radar range or trolling you at 13km outside of your Radar.  You can gamble and pop Radar still but don't be surprised if it picks up nothing.  Good DD players know how to f--k with solo Moskvas.

+ Her gunnery at all practical ranges however is deadly.

+ No torps!

+ Great AA.

+ If she has to fight in a short range mess, her immense sides, squishy sides, and clumsy sailing make her very vulnerable.

+ If Moskva gives up Defensive Fire, she can have both Hydro & Radar Slotted.  Very cool!

 

KM - Hindenburg:

+ Tough to citadel in the sides, very stubborn to take down in a short range fight.

+ Tons of torpedoes but 6km range.

+ Strong, spammy guns.

+ Tier X German Hydro, fabulous!

+ Her gunnery at all practical ranges is superb also.  If not in pure power, in spam ability.

+ No Radar!  Tier X German Hydro has great range for Hydro but 5.88km Hydro Range < 11.7km of Moskva Radar or 9.9km of Des Moines Radar.  A Destroyer is perfectly capable of stalking a Hindenburg with little to fear 1-on-1.  They can't do that against DM.

 

RN - Minotaur:

+ EXTREMELY SUPER SQUISHY

+ Hands down the best concealment of Tier X Cruisers at 8.9km with full stealth build.

+ Mega Repair Party but be careful... Citadel and Torp Damage render this consumable as useless as other Repair Parties against that kind of damage.

+ RN CL AP with very fast reload make her dangerous in a short range fight.

+ Torpedoes galore with 10km range.

+ Radar is identical to Des Moines, 9.9km range and 45 seconds active time.

+ Radar meshes very well with her 8.9km detection range, so Radar Minotaur can sneak up and pop Radar undetected.

+ To slot Radar, you need to give up Smoke.  Most RN CL players are loathe to give that up, especially considering how squishy the ship is.

+ IF you do Radar Minotaur, you can have Hydro & Radar slotted!

+ Floaty shells make leading fast, small ships at range a problem.

+ Very fast turning turrets.

+ Sails very well in confined waters.

 

FR - Henri IV:

+ Very elusive at range, especially with Engine Boost active.

+ Like Zao, Moskva, Hindenburg, very proficient at range also.  Nasty high HE Fire Chance.

+ Has torps but very weak loadout in the amount you can drop per launcher.

+ Very clumsy, sluggish to maneuver or turn in a short range fight.  Couple that with being a large Cruiser with squishy sides, she's very bad in a knife fight.

+ No Radar!

 

IJN - Zao:

+ Trollish protection that lets her get away with some attacks against her.

+ Guns suitable and dangerous at all practical engagement ranges.

+ Torps but very limited launch arcs.

+ Slowest turret traverse of all Tier X Cruisers, making her not ideal to seek a close range fight unless doing ambushes, or some other scenario where the cards are stacked in Zao's favor.

+ No Radar!

 

USN - Des Memes:

+ Spammy 5.5 second gun reload, also has great SHS AP shells.  If DM can't punch through with AP (i.e. bow on targets), then she can burn them down with hard hitting HE shells on 5.5 second reloads.

+ Shares same Radar as Minotaur.  Unlike Minotaur, Des Moines has Radar slotted by default, whereas Mino has to give up smoke.

+ DM players can drop Defensive Fire and slot Hydro, so she can have both Hydro & Radar at the same time!

+ Stealth Build takes her detection range down to 10.6km, a decent value.  Her Radar range is 9.9km, so if you were sailing head on towards an expected DD threat, you can wait a few seconds as you keep sailing after you're detected, pop Radar, and catch the sonuvab*tch.  DD players hate dealing with DM's sh*t.

+ Floaty shells can be a problem hitting some targets at range.

+ Next squishiest Tier X Cruiser, only Minotaur is squishier.

+ Sails well in confined waters.

+ No torpedoes!

 

As you can see, each of the Tier X Cruisers are fabulous in certain aspects and cr@p at other things.  They don't quite have all that you're looking for in one package, and the weaknesses they do have are significant to what you wanted.  Hindenburg is the closest to meet all you want but having no Radar really clamps down on her utility.  The Hydro is GREAT but it's not Radar!

 

So again... It all depends.

 

As for which Cruiser Line to jump into first... IMO...

- USN Cruisers are the most difficult and problematic.  Squishy ships, annoying gunnery in several ships... They will test your patience.  They also throw tons of AWFUL Cruisers at you in the tech tree.

- RN Cruisers at low tier are there if you are into BDSM.  They get better later but they are very quirky ships, as their qualities in my overview for them show.

- RU Cruisers got utility and excellent gunnery but for most of the game they are very squishy Cruisers.  They suck REALLY BAD if the match comes down to a RU Cruiser having to push a cap.  They are among the worst Cruisers to do that job.  At range they are awesome and easy to play.  In short range, they are very vulnerable.

- French Cruisers are pure ranged specialists, no utility, clumsy in a short ranged fight.  However, fighting at range is easy.

- German Cruisers are a bit more flexible because of their rounded gunnery even for long range fighting and having tons of torpedoes.  Dangerous in short and long ranges.  But the Tough German Cruiser doesn't exist until Tier IX-X and you have no Radar access.

- IJN Cruisers lack Radar access, utility but like others, are good at ranged gunnery.  They have great stealth.  But they're also floating citadels.

 

As a line, I think German Cruisers are the most all around and easy to get into.  They are good at range and their useful, heavy torpedo loads make them very dangerous in a knife fight.  They just don't have the Radar that RU & USN Cruisers get, don't get that level of utility.

 

One thing I have to add about playing a Radar Cruiser is how stressful it is.  You're trying to get in very short ranges, preferably without getting spotted and deleted by the 4-5 BBs per match on a team.  You are SUPER PARANOID about being detected early because it tips your hand, and when you get spotted early before you get into cover, you can be out in the open and deleted.

 

In contrast to this, is the Long Range Cruiser Gameplay:  You just sail at long range where many BB players struggle to hit you, just remembering to use WASD keys every now and then, and keep shooting at long range, causing fires on a BB or whatever.  It's so easy, and far less stressful.  It is SIGNIFICANTLY EASIER playing the long range spam game like Zao, Moskva, Hindenburg, Henri IV, than playing the cap contesting, short range utility Cruiser.  Playing something like Utility Des Moines helping on the caps is not for the faint of heart.

Please have another up vote. It was very informative. I learned a lot. Now I feel like I'm starting to understand about each cruiser line. :Smile_Default:

Based on what I learned from you, I'm most interested in the German cruiser line, because they're good at both long range and close range fighting. However, I feel like I shouldn't rush myself to start going down that line (or any cruiser line) just yet. I need more experience with the game first, and I don't think I'm quite ready to deal with such frailty on my ships... :Smile_hiding:

Instead, I decided to start preparing to go down the RN BB line. I think that's more suitable for someone like me for now. 

Now, I just gotta wait for the port slot sale... I do have couple open slots, but they're all reserved for other ships that I'm aiming for. :Smile_teethhappy:

Again, thanks a lot. I appreciate your effort to write up all the details.

Edited by Blorgh2017

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