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Elijah2159

Ship Review: Queen Mary

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Recently I unlocked Queen Mary and after playing her quite a bit, I was pleasantly surprised to find that I... actually like her. So naturally, I am sharing my opinion on her and how I play her in a short post

Queen Mary is the Tier 4 in the new British Battlecruiser line and she is currently available in early access for 70 British Tokens.

All the stats and my opinion are based off of the ship with all of the available upgrades mounted and without commander upgrades/stat changing signals.


Armor:

836297044_Screenshot(23).thumb.png.1dcf32551b05fd0f827afbb8762cbfc9.png

Queen Mary's armor is weak. Her lightly armored superstructure, deck and even bow/stern are susceptible to HE spam. Her decks are weak and yet most AP bombs will still arm and either penetrate you or citadel you. Directly rushing the enemy bow-in or exposing your stern will result in you being citadeled due to the very weak armor and her poorly armored citadel right behind the bow/stern. Don't even try going broadside in her (you will suffer).
The only way to survive in Queen Mary is to constantly angle. Her large and fairly strong armor belt is extremely effective for bouncing AP shells at any range.

Surviviability:

1135949193_Screenshot(27).png.95777ed4c753b775bbaa19c1a2ae3fb2.png

Compared to other ships at her tier, Queen Mary has a large HP pool. However, this doesn't really house any benefits due to the weak armor protection.

Guns:

1595578388_Screenshot(28).thumb.png.6e2eeb6c1dc81b1731c17fe5727da6ef.png

One of the main things that I enjoy about Queen Mary is her guns. Her gun dispersion is OK and most of your shells will hit the enemy at any range. Her HE shells are extremely effective against soft targets and they will easily pen weak armor and set fires. Her AP is extremely powerful and, if you catch an enemy broadside, you can easily deal high damage. However, the only issue with the guns is their slow rotation time. Whenever you turn the ship, the guns become unaimed because they cannot keep up with the turn of the ship.

Her secondaries, compared to her main battery guns, are horrible. The main issue is the range of the secondary guns and they will rarely be used because of this. Their damage and dispersion is OK, you should just never use them.

Torpedoes:

1932511246_Screenshot(36).thumb.png.d8bb2a9dd924733a6b64d644a77790ec.png

Queen Mary's torpedoes are good. Due to their short range and high damage, the only thing that they are used for is nuking ships that rush you. The firing angles are a bit awkward in that they require you to show partial broadside.

Anti-aircraft:

1509854545_Screenshot(37).thumb.png.a0556d03954b263491c0cd90dda6adb1.png

Queen Mary's AA is OK. Her AA has poor range yet a high DPM and, if a CV repeatedly attacks you with a single squadron, you can get some plane kills. Also for some reason she has flak guns mounted and listed under her AA Defense yet she doesn't get any flak for some reason...

Maneuverability:

505791570_Screenshot(39).thumb.png.57bac68d922647e435ba2bc44f273fc4.png

Queen Mary's Maneuverability is good. Her base speed of 27.5 knots is very useful for quick tactical movements and can be enhanced further by commander upgrades and signals. Her turning circle is smaller than usual and provides the user with extra mobility. The only bad thing is the long rudder shift time, which prohibits quick turning.

Concealment:

 

996800859_Screenshot(45).png.b3e7b693c34769fbe3a129bb9ca9754f.png

Her concealment is OK. The only issue that I have is that it's a bit big


Captain build:

598919607_Screenshot(43).thumb.png.91006ce06d86b35685691b8457ad8afe.png

For Queen Mary I use the following skills (in order from most important to least important):

  1. Preventive Maintenance (to counter engine loss/rudder shift loss) 
  2. Brisk (to increase max speed while undetected for stealthy maneuvering, quick disengaging/reengaging)
  3. Adrenaline Rush (to buff armament stats when damaged)
  4. Concealment expert (for stealth - also supports Brisk)
  5. Super-Heavy AP shells (for increase AP damage - good if you like using AP but beware of the +25% increased fire extinguishing time)
  6. Fire Prevention Expert (for decreased fire chance and -1 max fires - good for dealing with HE spam) or Emergency Repair Specialist (for an extra heal and longer heal/damage control - personally prefer over FPE)
  7. Furious (for dealing with HE spam in an offensive manner - good for fighting against HE spammers or people lighting you on fire)

This build is better for offensive players (such as myself) and even though I do not have a commander with a high enough level on this ship to use all 7 recommended skills, I have based the skills listed here off of my playstyle and experience with Queen Mary.


Playstyle:

I personally stay a fair distance away from enemies and enaguge them at long to medium range. Taking advantage of the decreased concealment and brisk, I can quickly maneuver to a range that I find the most comfortable depending on the situation. While firing, I take careful consideration of my ship's angle relative to the enemy (I usually turn slightly before firing at the enemy as to get all of my guns to fire but then I turn back to a nice, comfortable gliding angle after firing as to not take any severe damage from the enemy). Bonus points if you can fire right before you sail behind an island to keep Brisk running the entire time.

If I meet an HE spammer, I hightail it out of there if the HE spammer is undetected. However, if the enemy is detected, I try and fire back before seeking cover/retreating.

If an enemy rushes me, instead of turning away and exposing my weak stern, I begin gliding/kiting in using my high speed. Once they turn broadside and fire their weapons (and get ricochets if I'm angled correctly), I am now safe to turn and fire back with all of my main guns and then a torpedo if the enemy is in the torpedo firing angles and is going straight. Usually, I only fire a torpedo if the enemy is battleship at medium torpedo range (around 4.5 km) or a destroyer at close range (3.0 km or closer) (most cruisers I can devstrike so no torpedo is neccesary). If the enemy remains angled and doesn't turn broadside to me, I simply chase them until they are forced to disengauge or, engauge.


Playstyle:

By using the tactics above and Queen Mary's advantages I have gotten some amazing results

1731595525_Screenshot(29).thumb.png.49387339897d8a02614213bdd5a66d67.png

1207659545_Screenshot(30).thumb.png.5d91654a955aa9995baebfdc19deb7c6.png

In this specific battle, my team got the bottom spawn so I decided to go to the left flank from my spawn in the middle. On my way there I stalled and managed to snag a cruiser for first blood and another cruiser with my guns. I began rushing down the left flank, supporting my advancing teammates and that is when I devstriked a broadside cruiser attempting to engauge me at close range. However, my team's push failed, and, using my high speed and lowered detectability, I was lucky enough to make it out of the overextended left flank before dying.


I would highly recommend Queen Mary for those who like playing low tiers and for those who would like to complete campaigns. She is not good at credit farming/exp farming due to her low tier and, due to her tier, she is unable to participate in a lot of missions/early accesses. However, Queen Mary may (and probably will) excel in the two Tier 4 brawls coming in 0.11.7

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nice! the torps do seem like something to commit MAD with by nuking whoever is about to sink you with a torp

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Didn't get to use the torps, but had a 110k game and found her to be decent. Tiger I was bottom-tier and found her a bit rougher to play...

Edited by Superczar

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14 hours ago, Elijah2159 said:

Queen Mary's torpedoes are good. Due to their short range and high damage, the only thing that they are used for is nuking ships that rush you.

And this should never be relied on. As one rather unfortunate Queen Mary player learned, it is generally not a good idea to bum rush a cruiser with six times more torpedoes than you. 20220714_194038_PBSC104-Danae_01_solomon_islands.wowsreplay 

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35 minutes ago, black_hull4 said:

And this should never be relied on. As one rather unfortunate Queen Mary player learned, it is generally not a good idea to bum rush a cruiser with six times more torpedoes than you.

True, not worth trying to rush enemies but it is a good deterrent to ships wanting to rush you. Especially since it will take the playerbase a while to realize some Brit BBs do have torps.

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15 hours ago, Elijah2159 said:

Recently I unlocked Queen Mary and after playing her quite a bit, I was pleasantly surprised to find that I... actually like her. So naturally, I am sharing my opinion on her and how I play her in a short post

Queen Mary is the Tier 4 in the new British Battlecruiser line and she is currently available in early access for 70 British Tokens.

All the stats and my opinion are based off of the ship with all of the available upgrades mounted and without commander upgrades/stat changing signals.


Armor:

836297044_Screenshot(23).thumb.png.1dcf32551b05fd0f827afbb8762cbfc9.png

Queen Mary's armor is weak. Her lightly armored superstructure, deck and even bow/stern are susceptible to HE spam. Her decks are weak and yet most AP bombs will still arm and either penetrate you or citadel you. Directly rushing the enemy bow-in or exposing your stern will result in you being citadeled due to the very weak armor and her poorly armored citadel right behind the bow/stern. Don't even try going broadside in her (you will suffer).
The only way to survive in Queen Mary is to constantly angle. Her large and fairly strong armor belt is extremely effective for bouncing AP shells at any range.

Surviviability:

1135949193_Screenshot(27).png.95777ed4c753b775bbaa19c1a2ae3fb2.png

Compared to other ships at her tier, Queen Mary has a large HP pool. However, this doesn't really house any benefits due to the weak armor protection.

Guns:

1595578388_Screenshot(28).thumb.png.6e2eeb6c1dc81b1731c17fe5727da6ef.png

One of the main things that I enjoy about Queen Mary is her guns. Her gun dispersion is OK and most of your shells will hit the enemy at any range. Her HE shells are extremely effective against soft targets and they will easily pen weak armor and set fires. Her AP is extremely powerful and, if you catch an enemy broadside, you can easily deal high damage. However, the only issue with the guns is their slow rotation time. Whenever you turn the ship, the guns become unaimed because they cannot keep up with the turn of the ship.

Her secondaries, compared to her main battery guns, are horrible. The main issue is the range of the secondary guns and they will rarely be used because of this. Their damage and dispersion is OK, you should just never use them.

Torpedoes:

1932511246_Screenshot(36).thumb.png.d8bb2a9dd924733a6b64d644a77790ec.png

Queen Mary's torpedoes are good. Due to their short range and high damage, the only thing that they are used for is nuking ships that rush you. The firing angles are a bit awkward in that they require you to show partial broadside.

Anti-aircraft:

1509854545_Screenshot(37).thumb.png.a0556d03954b263491c0cd90dda6adb1.png

Queen Mary's AA is OK. Her AA has poor range yet a high DPM and, if a CV repeatedly attacks you with a single squadron, you can get some plane kills. Also for some reason she has flak guns mounted and listed under her AA Defense yet she doesn't get any flak for some reason...

Maneuverability:

505791570_Screenshot(39).thumb.png.57bac68d922647e435ba2bc44f273fc4.png

Queen Mary's Maneuverability is good. Her base speed of 27.5 knots is very useful for quick tactical movements and can be enhanced further by commander upgrades and signals. Her turning circle is smaller than usual and provides the user with extra mobility. The only bad thing is the long rudder shift time, which prohibits quick turning.

Concealment:

 

996800859_Screenshot(45).png.b3e7b693c34769fbe3a129bb9ca9754f.png

Her concealment is OK. The only issue that I have is that it's a bit big


Captain build:

598919607_Screenshot(43).thumb.png.91006ce06d86b35685691b8457ad8afe.png

For Queen Mary I use the following skills (in order from most important to least important):

  1. Preventive Maintenance (to counter engine loss/rudder shift loss) 
  2. Brisk (to increase max speed while undetected for stealthy maneuvering, quick disengaging/reengaging)
  3. Adrenaline Rush (to buff armament stats when damaged)
  4. Concealment expert (for stealth - also supports Brisk)
  5. Super-Heavy AP shells (for increase AP damage - good if you like using AP but beware of the +25% increased fire extinguishing time)
  6. Fire Prevention Expert (for decreased fire chance and -1 max fires - good for dealing with HE spam) or Emergency Repair Specialist (for an extra heal and longer heal/damage control - personally prefer over FPE)
  7. Furious (for dealing with HE spam in an offensive manner - good for fighting against HE spammers or people lighting you on fire)

This build is better for offensive players (such as myself) and even though I do not have a commander with a high enough level on this ship to use all 7 recommended skills, I have based the skills listed here off of my playstyle and experience with Queen Mary.


Playstyle:

I personally stay a fair distance away from enemies and enaguge them at long to medium range. Taking advantage of the decreased concealment and brisk, I can quickly maneuver to a range that I find the most comfortable depending on the situation. While firing, I take careful consideration of my ship's angle relative to the enemy (I usually turn slightly before firing at the enemy as to get all of my guns to fire but then I turn back to a nice, comfortable gliding angle after firing as to not take any severe damage from the enemy). Bonus points if you can fire right before you sail behind an island to keep Brisk running the entire time.

If I meet an HE spammer, I hightail it out of there if the HE spammer is undetected. However, if the enemy is detected, I try and fire back before seeking cover/retreating.

If an enemy rushes me, instead of turning away and exposing my weak stern, I begin gliding/kiting in using my high speed. Once they turn broadside and fire their weapons (and get ricochets if I'm angled correctly), I am now safe to turn and fire back with all of my main guns and then a torpedo if the enemy is in the torpedo firing angles and is going straight. Usually, I only fire a torpedo if the enemy is battleship at medium torpedo range (around 4.5 km) or a destroyer at close range (3.0 km or closer) (most cruisers I can devstrike so no torpedo is neccesary). If the enemy remains angled and doesn't turn broadside to me, I simply chase them until they are forced to disengauge or, engauge.


Playstyle:

By using the tactics above and Queen Mary's advantages I have gotten some amazing results

1731595525_Screenshot(29).thumb.png.49387339897d8a02614213bdd5a66d67.png

1207659545_Screenshot(30).thumb.png.5d91654a955aa9995baebfdc19deb7c6.png

In this specific battle, my team got the bottom spawn so I decided to go to the left flank from my spawn in the middle. On my way there I stalled and managed to snag a cruiser for first blood and another cruiser with my guns. I began rushing down the left flank, supporting my advancing teammates and that is when I devstriked a broadside cruiser attempting to engauge me at close range. However, my team's push failed, and, using my high speed and lowered detectability, I was lucky enough to make it out of the overextended left flank before dying.


I would highly recommend Queen Mary for those who like playing low tiers and for those who would like to complete campaigns. She is not good at credit farming/exp farming due to her low tier and, due to her tier, she is unable to participate in a lot of missions/early accesses. However, Queen Mary may (and probably will) excel in the two Tier 4 brawls coming in 0.11.7

 

1008096210_Thanks_WorldofWarships_trophy-icon_03-23-2022_.jpg.a0554fc0d24ed2b02a7c5de1f3d352c2.jpg

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