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Chester

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Chester
Chester_wows_main.jpg
Cruiser | U.S.A. | Tier II
Tech Tree Position
Erie
Arrow_down.png
Chester_icon_small.png
Arrow_down.png
Sampson
St. Louis
stock
 top
General
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%
Maneuverability
Maximum Speed24 knot
Turning Circle Radius460 m.
Rudder Shift Time5.1 sec.
Concealment
Surface Detectability Range8.46 km.
Air Detectability Range4.98 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
II
Ship_PASC002_Chester_1908.png
69,300

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.

Modules

Main Battery Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
127 mm/50 Mk57.512961,80042,100 08,500
152 mm/50 Mk68.622.5962,10073,000 18023,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Chester (A)15,100638440 010,500
Chester (B)18,4006386210 28031,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk2 mod. 109.2 05,000
Mk2 mod. 21010.2 17017,800
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 16,000 hp24 04,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Magazine Modification 1

Player Opinion

Performance

At first, the Chester may seem like a downgrade from the Erie, as the gun range goes down by over a kilometer, the turning speed decreases, and the detection range goes up. This ship requires some getting used to. The first few battles sees a player getting used to the ship's speed and turning capabilities, and the ship's gun range (Which, as stock, is actually less than the detection range, meaning by the time Chester can engage an opponent, it's already been spotted).

The Chester actually has less cannons at hand than the Erie, since despite having 4 cannons, only 3 can be brought to bear upon an enemy at most. The upgraded fire control system is a welcome relief, bringing Chester's gun range to nearly a kilometer above her detection range, which can come in handy in engagements with slow, lumbering battleships, where she can use her better agility to escape before coming under serious fire. The Chester is surprisingly agile for her size. The hull upgrade will increase her firepower by more than 30%, as she gets an additional cannon on each side of the ship. The gun upgrade gives a wonderful boost to her damage output, as the HE shells do a potential 300 more damage per shell, while the AP shells soar a whopping 900 potential damage increase per shell(Remember, however, that AP can be harder to use, so players inexperienced with using the shell type may prefer to stick to HE.)

If the Chester top tier, she can afford to be more aggressive against smaller Tier I ships. However, Tier II and III ships can still heavily damage her. Players should always stay on alert for destroyers, who relish the thought of sending a sudden spread of torpedoes into her side. Players should constantly be on the look out for destroyers, and if one appears, should take evasive maneuvers.

If Chester is bottom tier, players should be much more cautious. Chester doesn't have the guns to punch a hole through anything but destroyer armor, and players should be vary of devastating battleship fire. Remember that she is a big target, and that she will fall if under concentrated fire. In these cases, never stop moving. Chester is faster than Tier III battleships and some other cruisers, and stands a good chance of outrunning them. Supporting the big capital ships is a viable strategy, as it will draw fire away from her, though make sure to not stray into the lines of fire of enemies (or allies).

As players make the jump to the next USN cruiser, the St. Louis, they should be prepared for more battleship-styled play, as the firepower of the St. Louis is vastly improved, but she is also very slow and not very maneuverable.

Pros:

  • When full upgraded the Chester has great firepower.
  • 24.4 knots speed with a quick rudder shift makes the Chester maneuver fast for its size.
  • Works well in Division play.

Cons:

  • Large size makes the Chester susceptible to torpedo attacks.
  • Short gun range compared to the other Tier II cruisers.
  • Does not stand up well to battleships alone.
  • Weak armor despite its armored look.

Research

This is a suggested research path:

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

Optimal Configuration

Upgrades

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.

Consumables

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

Camouflage

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.

Signals

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.

Gallery

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 • III Charleston • 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 Boise Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • VIII Wichita • IX Buffalo • IX Seattle • IX Alaska • 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 • VI West Virginia • 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
Cruisers
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 • III Charleston • 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 Boise Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • VIII Wichita • IX Buffalo • IX Seattle • IX Alaska • 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 
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 
Pan-Asia  I Chengan • VI Huanghe Doubloons 
Italy  VI Duca d'Aosta Doubloons • VII Duca degli Abruzzi Doubloons 
Commonwealth  VI Perth Doubloons 
Pan-America  VII Nueve de Julio Doubloons 
Poland