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Cruiser | U.S.A. | Tier II
Tech Tree Position
St. Louis
Research price350 exp
Purchase price69,300 Credits
Hit Points15,100 
Main Battery
127 mm/50 Mk54 х 1 pcs.
Rate of Fire7.5 shots/min.
Reload Timesec.
Rotation Speed15 deg./sec.
180 Degree Turn Time12 sec.
Firing Range9.24 km.
Maximum Dispersion96 m.
HE Shell127 mm HE Mk15 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity914 m./s.
HE Shell Weight22.7 kg.
AP Shell127 mm AP 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity914 m./s.
AP Shell Weight22.7 kg.
Secondary Armament #1
76.2 mm/50 Mk44 х 1 pcs.
Firing Range2.5 km.
Rate of Fire12 shots/min.
Reload Timesec.
HE Shell76 mm HE 
Maximum HE Shell Damage1,100 
Initial HE Shell Velocity823 m./s.
Chance of Fire on Target Caused by HE Shel%
Maximum Speed24 knot
Turning Circle Radius460 m.
Rudder Shift Time5.1 sec.
Surface Detectability Range8.46 km.
Air Detectability Range4.98 km.
Battle Levels

Chester — American Tier II cruiser.

A light cruiser with reasonably good speeds for her time, but suffering from rather poor armament and armor. The ship could act as a scout and a destroyer flotilla leader. The cruisers of this class were the first ships in the U.S. Navy to feature turbine propulsion. They remained the only turbine cruisers in the U.S. Navy for a long time.


Main Battery Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
127 mm/50 Mk57.512961,80042,100 08,500
152 mm/50 Mk68.622.5962,10073,000 20023,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Chester (A)15,100638440 010,500
Chester (B)18,40063862/410 30031,000
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
Mk2 mod. 109.2 05,000
Mk2 mod. 21010.2 18017,800
Engine Maximum Speed
Research price
Purchase price
Propulsion: 16,000 hp24 04,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Magazine Modification 1

Player Opinion


At first, the Chester may seem like a downgrade from the Erie, as your gun range goes down by over a kilometer, your turning speed decrases, and your detection range goes up. You actually have less cannons at hand than in the Erie, since despite having 4 cannons, only 3 can be brought to bear upon an enemy at most. The first few battles will be a pain as you get used to the agility of the ship, and its gun range won't help (Which, as stock, is actually less than your detection range, meaning by the time you can shoot at an opponent, you've already been spotted). You may be pleased by your speed and agility though (slightly hampered by your large size), which is surprisingly good for being so big. The upgraded fire control system is a welcome relief, bringing your gun range to nearly a kilometer above your detection range, which could come in handy if you run into a scary, lumbering tier III ship (Not naming any South Carolina class ships here), where you can use your better agility to scram before coming under serious fire. The hull upgrade will increase your firepower by more than 30%, as you get an additional cannon on each side of the ship. The gun upgrade gives a wonderful boost to your damage output, as your HE shells do a potential 300 more damage, while your AP shells soar a whopping 900 damage up (Remember though that AP can be harder to use, so if you're still getting used to leading targets and knowing when or where to shoot, use HE. Plus you can sometimes light them on fire, which is a rather satisfying event).

If you're top tier, you can afford to be more aggressive. Don't be afraid to show tier I ships who's top of the food chain, though keep in mind that other tier II ships pose larger threats, as tier I damage to you is almost negligible. And always, always, always stay on alert for destroyers. Your large, shiny metallic flank is usually too much for destroyers to resist, and they will always be only too glad to send a torpedo or two (or three) into your side, and subsequently, sending you to the ocean bottom. These, especially the IJN Destroyer, Umikaze, have alarmingly low detection ranges. If you see one suddenly appear, and yet it's turning away from you, it's time to start turning in case of torpedoes. Your agility will help you dodge torpedoes now, but once you move on the the tier III USN cruiser, St. Louis, if you start avoiding torpedoes only when they appear, you've already been hit by them.

If you're bottom of the stack, in a tier III match, be much more cautious. You don't have the guns to punch a hole through anything but destroyers (which are already a pain anyways), and don't be surprised when battleships start running you over with a hailstorm of fire (And they actually could physically run you over if they wanted too). Remember that you are a big target, and that you will melt if you find yourself under concentrated fire. In these cases, never stop moving. You're faster than tier III battleships and the USN St. Louis (Destroyers don't have the guns to pose any threat, just watch for torpedoes. Note that the tier III IJN cruiser, Tenryu, is actually faster than you, and probably has bigger guns. Watch for it.), and if you stop moving, think about what the bottom of the ocean must be like, because you'll be there really soon. You're best off in situations where you won't come under heavy fire, such as supporting the big ships (Usually, the big ships will be the target, as you're not a very large threat), though make sure you're not going to become a major target, as you may have to get uncomfortably close to the other ships (Even with upgraded fire control systems, your range is a meager 9.3 km. Most other ships have ranges of about 10, maybe more.).

As you move on to the USN cruiser, the St. Louis, be prepared for more battleship-styled play, as your guns and armor increase drastically, but your speed and agility are going down the drain.


  • When full upgraded the Chester turns into an almost Proto St Louis.
  • 24.4 knots speed with a quick rudder shift makes the Chester manoeuvre fast for its size.
  • Works well in groups.


  • Large size makes the Chester a Torpedo magnet.
  • Short gun range compared to the IJN Tier 2 Cruiser.
  • Does not stand up well to Tier 3 Battleships alone.
  • Weak Armour despite its armoured look.


This is a suggested research path:

  1. Mk2 FCS mod. 2
  2. Chester (B) Hull
  3. 152 mm/50 Mk6 main batteries

Optimal Configuration


Commander Skills

Because Chester has the option of the 127mm main batteries, players that enjoy and wish to continue playing this ship have the option of selecting the following skills that can greatly benefit this ship: Basic Firing Training, Advanced Firing Training, and Inertia Fuse for HE Shells.


As a Tier II cruiser, Chester has access to only Damage Control Party (While active, instantly repairs any module incapacitations, fires, and floods.).


Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.


As a Tier II ship, it is highly recommended to save signals for use in the later tiers. But should the player have a surplus and enjoy playing this ship, they should utilize the following recommended signals.


Historical Info

Historical Gallery

Ships of U.S.A.
Destroyers  II Sampson • II Smith Doubloons • III Wickes • IV Clemson • V Nicholas • VI Farragut • VI Monaghan Doubloons • VII Mahan • VII Sims Doubloons • VIII Benson • VIII Kidd Doubloons • IX Fletcher • IX Black Doubloons • X Gearing 
Cruisers  I Erie • II Chester • II Albany Doubloons • III St. Louis • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Pensacola • VI Dallas • VII Atlanta Doubloons • VII New Orleans • VII Helena • VII Indianapolis Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • IX Buffalo • IX Seattle • X Des Moines • X Worcester • X Salem 
Battleships  III South Carolina • IV Wyoming • IV Arkansas Beta Doubloons • V New York • V Texas Doubloons • VI New Mexico • VI Arizona Doubloons • VII Colorado • VIII North Carolina • VIII Alabama Doubloons • VIII Massachusetts Doubloons • VIII Alabama ST • IX Iowa • IX Missouri • X Montana 
Aircraft Carriers  IV Langley • V Bogue • VI Independence • VII Ranger • VII Saipan Doubloons • VIII Lexington • VIII Enterprise Doubloons • IX Essex • X Midway
Japan  I Hashidate • II Chikuma • III Tenryu • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • VI Aoba • VII Myoko • VII ARP Myoko • VII ARP Ashigara • VII ARP Haguro • VII Southern Dragon • VII Eastern Dragon • VII ARP Nachi • VIII Mogami • VIII Atago Doubloons • VIII ARP Takao • IX Ibuki • X Zao 
U.S.A.  I Erie • II Chester • II Albany Doubloons • III St. Louis • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Pensacola • VI Dallas • VII Atlanta Doubloons • VII New Orleans • VII Helena • VII Indianapolis Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • IX Buffalo • IX Seattle • X Des Moines • X Worcester • X Salem 
Germany  I Hermelin • II Dresden • II Emden Doubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf Spee Doubloons • VI HSF Admiral Graf Spee Doubloons • VII Yorck • VIII Admiral Hipper • VIII Prinz Eugen Doubloons • IX Roon • X Hindenburg 
U.S.S.R.  I Orlan • II Diana Doubloons • II Diana Lima Doubloons • II Novik • III Aurora Doubloons • III Bogatyr • III Oleg Doubloons • III Varyag Doubloons • IV Svietlana • V Murmansk Doubloons • V Kirov • V Krasny Krym Doubloons • VI Budyonny • VI Molotov Doubloons • VI Admiral Makarov Doubloons • VII Shchors • VIII Chapayev • VIII Mikhail Kutuzov Doubloons • IX Dmitri Donskoi • IX Kronshtadt • X Moskva • X Stalingrad 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
Pan-Asia  I Chengan • VI Huanghe Doubloons 
Italy  VI Duca d'Aosta Doubloons • VII Duca degli Abruzzi Doubloons 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De Grasse Doubloons • VII Algérie • VIII Charles Martel • IX Saint-Louis • X Henri IV 
Commonwealth  VI Perth Doubloons 
Pan-America  VII Nueve de Julio