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Emerald

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Emerald
Emerald_wows_main.jpg
Cruiser | U.K. | Tier V
Tech Tree Position
Danae
Arrow_down.png
Emerald_icon_small.png
Arrow_down.png
Leander
stock
 top
General
Research price11000 exp
Purchase price1,250,000 Credits
Hit Points24,000 
Main Battery
152 mm/50 BL Mk.XII on a CPXIV mount7 х 1 pcs.
Rate of Fireshots/min.
Reload Time7.5 sec.
Rotation Speed10 deg./sec.
180 Degree Turn Time18 sec.
Firing Range12.38 km.
Maximum Dispersion126 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP 4crh SC 
Maximum AP Shell Damage3,000 
Initial AP Shell Velocity936 m./s.
AP Shell Weight45.36 kg.
Secondary Armament #1
102 mm/45 QF Mk.V on an HA Mk.III mount3 х 1 pcs.
Firing Range4.3 km.
Rate of Fire15 shots/min.
Reload Timesec.
HE Shell102 mm HE 35 lb 
Maximum HE Shell Damage1,500 
Initial HE Shell Velocity811 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm TR Mk IV4 х 3 pcs.
Rate of Fire0.85 shots/min.
Reload Time71 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk V 
Maximum Damage11,967 
Torpedo Speed59 knot
Torpedo Rangekm.
AA Defense
102 mm/45 QF Mk.V on an HA Mk.III mount3 х 1 pcs.
. . . Average Damage per Second8.4 
. . . Firing Range3.51 km.
12.7 mm Mk.III6 х 4 pcs.
. . . Average Damage per Second12.6 
. . . Firing Range1.2 km.
40 mm/39 Vickers QF Mk.II on a single mount2 х 1 pcs.
. . . Average Damage per Second11.2 
. . . Firing Range2.01 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius730 m.
Rudder Shift Time10.9 sec.
Concealment
Surface Detectability Range9.87 km.
Air Detectability Range5.4 km.
Battle Levels
12345678910
Wows_anno_flag_uk.png
V
Ship_PBSC105_Emerald.png
1,250,000

Emerald — British Tier V cruiser.

The most advanced British light cruiser among those designed during World War I. The ship's powerful propulsion allowed for high speeds. Her larger displacement helped strengthen the cruiser's artillery and torpedo armament as well as equip her with aircraft-handling gear.

Modules

Main Battery Guns 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)
152 mm/50 BL Mk.XII on a CPXIV mount8181263,000 0100,000
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)
Emerald (A)24,0001076736/2/34 0140,000
Emerald (B)27,1001076736/2/34 6,100340,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
533 mm Mk V0.6957.211,966596 0150,000
533 mm Mk VII0.61067.215,733597 3,600400,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk V mod. 10 0110,000
Mk V mod. 20 4,200460,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 80,000 hp33 085,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Spotting Aircraft Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1

Player Opinion

Performance

Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.


The Ship

Tier V Emerald continues the evolution of the UK light cruisers. Her overall layout with single guns mounted along the centreline will be familiar to players, but Emerald also introduces the Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. consumable to the line.

Emerald mounts a standard cruiser Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration., which is active for 5 seconds with a 60-second cool down time, and a Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. with three charges. Her Hydroacoustic Search has an active time of 100 seconds, and will detect ships at 4 km and torpedoes at 3 km. Emerald also mounts a Repair PartyWhile active, restores a percentage of the ship's health points each second. with 3 charges. She can repair up to 14% of received damage and 10% of citadel damage, for a total of 3,780 HP per charge (11,340 HP in total, if all of her charges are used to the maximum possible effect). She also has the choice of three consumable options in her third slot; a Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates., Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range., or Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.. The Smoke Generator consumable has 3 charges, creating a series of smoke clouds for 15 seconds. These clouds have a 600-meter radius, and take 96 seconds to disperse. Alternatively, her Fighter consumable has 3 charges, and will launch a pair of aircraft which will patrol around the ship for up to 60 seconds. Finally, her Spotting Aircraft provides a 20% increase to her range for 100 seconds, with 4 charges as standard.

Her top speed of 33 knots is on the slow side for a Tier V cruiser, although she has improved acceleration and energy retention, which means she can feel more nimble than the numbers would suggest. She has a fairly leisurely rudder shift time of 7.8 seconds, and a wide 730 meter turning circle; dodging and changing direction will require plenty of space. Her concealment of 9.87 km, which can be reduced to 8.9 km, makes her one of the stealthiest cruisers at her tier.

Armor and Survivability

Emerald has better protection than might be expected. Although her bow and stern plating are only 13 mm thick and can be overmatched by 203 mm AP shells (and penetrated by any HE rounds she will face), she has a thicker belt of 38 mm along her waterline at the bow. Although it cannot be relied on, this belt can bounce any poorly aimed AP rounds that come her way. Her citadel abuts the side of the ship and extends for much of her length. The main section runs from the bridge to her catapult, and extends above the waterline. For much of its length, the citadel roof is also the main deck armor, and although 40 mm thick plating will bounce any shells fired at short range, it can be easily penetrated at longer ranges by shells hitting at an angle. Finally, the interior citadel bulkheads have stepped sections at the fore and aft ends. These have fairly thin plating of 13 mm to 25 mm, which can be easily penetrated by large caliber weapons. Emerald has a fairly large health pool of 27,100 hit points. This is further boosted by her repair party. Whilst she can be deleted with careless play, her health pool, Smoke Generator and Repair Party can also provide an ample safety net for minor mistakes.

Armament

Emerald has a main battery of seven 152 mm guns in single mounts, with the ability to bring six guns to bear on a broadside. These guns fire only AP shells with fairly poor penetration, although they have improved ricochet angles and reduced fusing when compared to other nations. This means that she is less likely to suffer over penetrations on lightly armored targets, and her shells do not automatically ricochet until they hit a steep 80° angle.

Her lack of HE shells means that Emerald cannot start fires with her main battery, and thus she has few options for dealing with heavily armored targets apart from a lucky (and incredibly unlikely) salvo from her secondary guns. This problem is compounded by her small main battery size, leaving players able to do little more than slowly chip away at these targets.

Emerald has a heavy torpedo armament of four quad launchers with a 7 km range when upgraded, in two launchers on each side. Eight torpedoes present a heavy punch, which can prove devastating to any enemy ship. These can be launched in either a narrow spread, or individually, providing extra tactical options when compared to other nations. Although they cannot be launched from stealth, they can act as a deterrent to ships trying to push an Emerald in her smoke, or as an unwelcome surprise to ships coming around island cover.

Anti-Aircraft

In common with most Tier V cruisers, Emerald has fairly weak anti-aircraft defenses. Her flak only reaches out to 4 km with a single cloud. Her long-range DPS is also rather low. Most of her AA firepower is concentrated in her medium- and short-range batteries; by the time Emerald is effectively engaging aircraft, they will already be striking her.

Anti-Submarine

Emerald can drop a pattern of two depth charges, meaning she needs to be almost above a submarine to damage it. Although she drops a small number of charges, they are more powerful than those of other nations, with a good chance of causing a fire or flood. She can have two uses of her depth charges stored and ready to use, with a 40-second reload time.

Battle Performance

Players will need to be cautious when playing Emerald, effective use of cover and consumables is required to seriously impact a battle. When played to her strengths, she can be an effective support for friendly destroyers; her low detection and smoke allow her to reach positions other cruisers cannot. Her characteristic ammunition means she can cause serious damage to destroyers who are caught unaware.

If there are no destroyers, then effective target selection or flanking enemies is a requirement, due to her lack of fire-starting potential. She is unlikely to win many DPM races against other cruisers, and bringing her full broadside to bear will involve exposing her citadel.

Her smokescreens can be used as cover for sustained firing, but players should be aware that a smokescreen will often attract any torpedoes in range, so they should use their hydroacoustic search if possible. Although she is often a challenging ship to play, Emerald introduces players to the full toolkit of the British cruisers, and sets them up for Leander (and beyond).

Pros:

  • Improved ricochet angles on her AP rounds
  • Short fuse timers are less likely to over penetrate small targets
  • Heavy torpedo armament
  • Smoke Generator and Repair Party consumables
  • Decent health pool

Cons:

  • Small main battery in single gun mounts
  • No HE shells for main battery
  • Thin armor and vulnerable citadel
  • Torpedoes are rather short ranged

Research

Captains are encouraged to research the Gun Fire Control System module first to extend Emerald’s range before moving on to Hull (B) and the Torpedo module.

Optimal Configuration

Upgrades

The recommended upgrades for Emerald are as follows:

Commander Skills

As she lacks HE ammunition and her torpedoes are not a primary weapon, an Emerald captain does need many skills to maximize her effectiveness. Last Stand, Priority Target, Superintendent, and Concealment Expert should be considered as the core build. If there are sufficient points available then Adrenaline Rush should be the next choice.

Consumables

Emerald can equip the following consumables:

As a Royal Navy light cruiser, Emerald can be deadly to enemy destroyers, but also rather frail against them. This makes it advisable to equip Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.. Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. is not recommended due to the little protection it provides and Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. is not recommended due to potential difficulty in reaching out to your targets. However, some players may find Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. more useful than Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. due to the rather abysmal range of the main battery. But Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. can work very well in conjunction with Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain., as smoke clouds are infamous torpedo magnets.

Signals

India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) and November Foxtrot (-5% reload time on all consumables.) are highly recommended to optimize the ship’s Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable.

Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery

References

Ship Change Log

See here for links to Update notes.

  • Available to supertesters in the game starting from Update 0.5.11.
  • Introduced into the game as a researchable ship in Update 0.5.13.
  • Update 0.5.16:
    • Fixed a bug with different operating times for the base and premium Spotting Aircraft consumables.
  • Update 0.6.3:
    • Experience earnings increased by 5%.
  • Update 0.6.6:
    • The thickness of the hull plating was changed from 10 to 13 mm.
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 5.4 km.
  • Update 0.6.13:
    • Fire extinguishing time now 30 s instead of 60 s.
    • The Smoke Generator active time was increased from 7 to 15 s.
    • Improved display of thin elements.
  • Update 0.6.15:
    • Added a bonus to the Lá Fhéile Pádraig 2017 permanent camouflage - a 10% discount to the post-battle service cost.
  • Update 0.7.7:
    • The range of the MK VII torpedo was increased from 6 to 7 km.
    • detectability from ships decreased from 11.52 to 10.18 km.
    • Detectability after firing main guns in smoke decreased from 5.4 to 4.56 km.
  • Update 0.7.10:
    • The range of the Hydroacoustic Search consumable was unified - 4 km for detecting ships, 3 km for detecting torpedoes.
  • Update 0.8.0.1:
    • The characteristics of the base consumable "Fighter" for the cruiser Emerald were brought to the same value as the improved version of the consumable.
  • Update 0.8.5:
    • Credits earnings increased by +5%.
  • Update 0.8.6:
    • Citadel deck armor increased from 25 to 40 mm.
  • Update 0.9.6:
    • The value of the in-game turning circle radius was changed to 730 m to correct prior discrepancy.
  • Update 0.10.10:
    • Secondary battery maximum firing range reduced from 4.5 to 4.3 km.

Ships of U.K.
Destroyers  II Medea • III Valkyrie • III CampbeltownDoubloons • IV Wakeful • V Acasta • VI Icarus • VI GallantDoubloons • VII Jervis • VII Jupiter '42Doubloons • VIII Lightning • VIII CossackDoubloons • VIII Cossack BDoubloons • IX Jutland • IX SommeDoubloons • X Daring • X DruidDoubloons 
Cruisers  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X Monmouth • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X Defence •  Edgar 
Battleships  III Bellerophon • III Indefatigable • III DreadnoughtDoubloons • IV Orion • IV Queen Mary • V Iron Duke • V Tiger • V AgincourtDoubloons • VI WarspiteDoubloons • VI Queen Elizabeth • VI Renown • VI RepulseDoubloons • VI Repulse BDoubloons • VII King George V • VII Rooke • VII HoodDoubloons • VII NelsonDoubloons • VII Duke of YorkDoubloons • VII CollingwoodDoubloons • VII Renown '44Doubloons • VIII Monarch • VIII Hawke • VIII VanguardDoubloons • IX Lion • IX Duncan • IX MarlboroughDoubloons • IX Scarlet ThunderDoubloons • X Conqueror • X St. Vincent • X ThundererDoubloons • X IncomparableDoubloons •  Devastation 
Aircraft Carriers  IV Hermes • VI Furious • VI Ark RoyalDoubloons • VIII Implacable • VIII IndomitableDoubloons • VIII ColossusDoubloons • X Audacious • X MaltaDoubloons •  Eagle
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X Monmouth • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X Defence •  Edgar 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VI DupleixDoubloons • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • IX Saint-Louis • IX Brest • IX CarnotDoubloons • X Henri IV • X Marseille • X ColbertDoubloons •  Condé 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • III AL AvroraDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VII Lazo BDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk B • X SmolenskDoubloons • X SevastopolDoubloons • X Kommissar •  Novosibirsk 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Red Fort • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín