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Stun_Crazy

Hi I have a question

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6 minutes ago, Stun_Crazy said:

What is the difference between AP and HE and when are the times to use them?

This a super basic description to be helpful.  Our game is quite complex so there's a lot to learn and evaluate on this topic!

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AP - Armor Piercing
HE - High Explosive

If you can get your AP shells to pen armor into a ship and detonate inside, then they are very helpful.  There is some advanced understanding that comes along with this as your shells might over-pen (pass through the armor of the ship and out the other side), or shatter if the armor is too thick, or bounce if the armor is too angled.

As a general rule:

  • If a ship is showing a lot of broadside and is the same type as you (Cruiser -> Cruiser or Battleship -> Battleship) then AP is a good choice.
  • If a ship is well-angled or pointing at you, High Explosive is the safer, more consistant choice.

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Definitely a good idea to check out the wiki article linked above.  You can also find YouTube videos describing this!

AP Shells and Armor!

HE Shells!

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16 minutes ago, Stun_Crazy said:

What is the difference between AP and HE and when are the times to use them?

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Basically put:

 HE = consistent but lower damage potential (unless you're British HE ;P)

AP = inconsistent but higher damage potential

AP is what gets you those sweet citadel hits (most of the time). But they can bounce and/or not have enough penetration and you have to worry about angles and whatnot. With HE shells, you JUST have to worry about one thing: does your HE have enough penetration to beat the armor threshold?

For instance, if you're attacking a battleship's 32mm bow with your HE, does your HE shell pen 32mm or greater? If yes, you penetrate. If not, you shatter. But ALL HE hits have a chance to start fires. AP shells do not set fires.

AP however, has to go through MULTIPLE armor checks (depending on how many layers of armor it's passing through. Angle matter too (read up on penetration angles!). Of course, AP CAN overmatch if it is of a certain size compared to the armor threshold. For instance, you have 356mm guns. Dividing by 14.3 (that's the Overmatch rule) you get 24.89....which sadly isn't enough to overmatch a cruiser's 25mm plating. Let's say you upgrade to 381mm guns. Now you can overmatch 25mm plating : )

Edited by SaiIor_Moon
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2 minutes ago, SaiIor_Moon said:

Basically put HE = consistent but lower damage potential (unless you're British HE ;P), AP = inconsistent but higher damage potential. AP is what gets you those sweet citadel hits (most of the time). But they can bounce and/or not have enough penetration and you have to worry about angles and whatnot. With HE shells, you JUST have to worry about one thing: does your HE have enough penetration to beat the armor threshold?

For instance, if you're attacking a battleship's 32mm bow with your HE, does your HE shell pen 32mm or greater? If yes, you penetrate. If not, you shatter. But ALL HE hits have a chance to start fires. AP shells do not set fires.

AP however, has to go through MULTIPLE armor checks (depending on how many layers of armor it's passing through. Angle matter too (read up on penetration angles!). Of course, AP CAN overmatch if it is of a certain size compared to the armor threshold. For instance, you have 356mm guns. Dividing by 14.3 (that's the Overmatch rule) you get 24.89....which sadly isn't enough to overmatch a cruiser's 25mm plating. Let's say you upgrade to 381mm guns. Now you can overmatch 25mm plating : )

THANK YOU

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40 minutes ago, Stun_Crazy said:

What is the difference between AP and HE and when are the times to use them?

Wading through the information on the different shells and fusing types can become very complex. I know this from real life as I was in the Field Artillery. In the game, it's fun to learn about these things and the real experts are well-versed in them. However, starting out just do this: 

If it's a DD (destroyer) or SS (sub) then shoot HE at it. If it's a CC (cruiser), BB (battleship), or CV (carrier) then shoot AP at it but wait until the enemy ship is mostly broadside to you, if its not broadside to you then aim at its superstructure.

These simple "rules" will get you started and you can progress from there. Strive to add one or two skills to your repertoire per gaming session. Don't try to learn too much at one time as it will be overwhelming.

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40 minutes ago, Stun_Crazy said:

THANK YOU

Happy to help! ~-~°(◠.◠)°v~-~

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