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Albemarle

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Legends_Albemarle_splash.png
Tier VII | Type: Cruiser
Preceded bySucceeded by
SurreyDrake
Cost 18 000 000
XP Required210 000
STOCK STATS
UPGRADED STATS
Survivability
Hitpoints47 000 
Armor16 - 152 
Torpedo Damage Reduction19 %
Artillery
Main Battery
203mm/50 BL Mk IX3x3 
Firing Range15.5 km
Reload Time12.5 s
180 Turn Time20 s
HE Maximum Damage3300 
HE Fire Chance17 %
HE Penetration34 mm
AP Maximum Damage4500 
Sigma2.0 
Secondary Armament 1
114mm/45 RP 41 Mk VI6x2 
Firing Rangekm
Reload Times
HE Maximum Damage1600 
HE Fire Chance%
HE Penetration19 mm
Torpedoes
533mm QR Mk II2x4 
Reload Time96 s
180° Turn Time7.2 s
Maximum Damage15 533 
Detectability by Sea1.3 km
Range10 km
Speed62 kn
AA Defense
AA Armament 1
20mm Oerlikon Mk V16x2 
DPS98 
Rangekm
AA Armament 2
40mm Bofors Mk II6x4 
DPS95 
Range3.5 km
AA Armament 3
114mm/45 RP 41 Mk VI6x2 
DPS107 
Rangekm


Maneuverability
Maximum Speed33 kn
Turning Circle Radius720 m
Rudder Shift Time10.7 s
Concealment
Detectability by Sea12.1 km
Detectability by Air7.2 km
Detectability while firing in smoke6.8 km
Legends_Albemarle.png

Albemarle — British Tech Tree Tier VII Cruiser.

A project for a well-protected heavy cruiser drafted shortly after the outbreak of World War II. One of the fundamental differences in comparison to ships of previous generations was the placement of the main battery guns in three-gun turrets.


Year of Design: 1940

Ship Traits
Legends_Sequential_trait.png Legends_Hidden_trait.png Legends_Pyromania_trait.png
Sequential: Torpedoes can be launched one by one. Hidden: Good concealment means the ship can get closer to enemies before being detected. Pyromania: Above average chance for HE shells to cause a fire.


Modules

Legends_Hull.png Hit Points Min Armor (mm) Max Armor (mm) Torpedo Damage Reduction (%) Main Battery Turrets Torpedo Launchers Rudder Shift (s) Purchase Price
Stock 42 100 16 152 19 3x3 2 15 0
Hull B 47 000 16 152 19 3x3 2 10.7 3 600 000
Legends_Artillery.png Turret Arrangement Reload Time (s) 180° Turn Time (s) Max HE Damage HE Fire Chance (%) Max AP Damage Purchase Price
203mm/50 BL Mk IX 3x3 13 22.5 3300 17 4500 0
203mm/50 BL Mk IX 3x3 12.5 20 3300 17 4500 450 000
Legends_Fire_Control.png Firing Range Increase (%) Main Battery Firing Range Purchase Price
Stock 0 % 14.1 km 0
Targeting System Mk VII mod. 2 10 % 15.5 km 450 000
Legends_Torpedo.png Launcher Arrangement Reload Time (s) 180° Turn Time (s) Max Damage Range Speed Detection
533mm QR Mk II 2x4 96s 7.2s 15 533 10 62 1.3
533mm QR Mk II 2x4 96s 7.2s 15 533 10 62 1.3
Legends_Engine.png Maximum Speed
Stock 33 kn

Modifications

SLOT 1
Legends_Main_Battery_Mod_2.png
Main Battery Mod 2
  • Main Battery traverse speed +20%
Legends_Aiming_System_Mod_1.png
Aiming Systems Mod 1
  • Dispersion of Main Battery -7%
  • Torpedo tubes traverse speed +20%
  • Secondary Battery firing range +5%
  • Dispersion of secondary battery -5%
Legends_Secondary_Battery_Mod_2.png
Secondary Battery Mod 2
  • Secondary Battery firing range +20%
  • Dispersion of Secondary Battery -20%
Legends_AA_Guns_Mod_2.png
AA Guns Mod 2
  • AA guns firing range +20%
SLOT 2
Legends_Damage_Control_System_Mod_2.png
Damage Control System Mod 2
  • Fire duration -15%
  • Flood duration -15%
Legends_Steering_Gears_Mod_2.png
Steering Gears Mod 2
  • Rudder shift time -20%
SLOT 3
Legends_Concealment_System_Mod_1.png
Concealment System Mod 1
  • Detectability range -10%
  • Incoming fire dispersion +5%
Legends_Target_Acquisition_System_Mod_1.png
Target Acquisition System Mod 1
  • Spotting Range +20%
  • Torpedo visibility range +20%
  • Range of Guaranteed Acquisition of ships +50%
Legends_Steering_Gears_Mod_3.png
Steering Gears Mod 3
  • Rudder shift time -40%
  • Steering gear repair time -80%
SLOT 4
Legends_Main_Battery_Mod_3.png
Main Battery Mod 3
  • Main battery reload time -10%
  • Main battery traverse speed -15%
Legends_Torpedo_Tube_Mod_3.png
Torpedo Tube Mod 3
  • Torpedo tubes reload -15%
  • Risk of torpedo tubes becoming incapacitated +50%
Legends_Secondary_Battery_Mod_3.png
Secondary Battery Mod 3
  • Secondary battery reload time -20%
Legends_Gun_Fire_Control_System_Mod_2.png
Gun Fire Control System Mod 2
  • Dispersion of Main Battery -3%
  • Range of main guns +5%
Legends_AA_Guns_Mod_3.png
AA Guns Mod 3
  • Average AA damage +25%

Consumables

Legends_Damage_Control_Party.png
Damage Control Party
Legends_dpadleft.png
Accelerates repairs to damage modules, firefighting efforts and recovery from flooding.
  • Duration: 5s
  • Reload time: 60s
  • The number of consumables is unlimited
Legends_Repair_Party.png
Repair Party
Legends_dpadup.png
Partially restores the ship's HP by repairing light damage.
  • HP per second: +940
  • Duration: 20s
  • Reload time: 60s
  • Number of consumables: 2
Legends_Sonar.png
Sonar
Legends_dpadright.png
Increases the range of guaranteed acquisition of enemy ships and torpedoes, including those within smoke screens.
  • Detection of torpedoes: 3.1km
  • Detection of ships: 4.4km
  • Duration: 96s
  • Reload time: 180s
  • Number of consumables: 2
Legends_Catapult_Fighter.png
Catapult Fighter
Legends_dpaddown.png
Follows the ship and automatically attacks enemy aircraft.
  • Duration: 100s
  • Reload time: 80s
  • Number of consumables: 3
Legends_DFAA.png
Defensive AA Fire
Legends_dpadright.png
Increases the efficiency of AA fire.
  • Average AA damage: +200%
  • Duration: 40s
  • Reload time: 150s
  • Number of consumables: 2
Legends_Surveillance_Radar.png
Surveillance Radar
Legends_dpaddown.png
Significantly increases the range of guaranteed acquisition of enemy ships, including those within a smoke screen.
  • Range: 9km
  • Duration: 30s
  • Reload time: 180s
  • Number of consumables: 2

Player Opinion


Pros:

  • Large HP pool.
  • Good HE shell damage and fire chance.
  • Usable torpedoes with wide arcs, good range and decent speed.
  • Great set of consumables; including an improved version of the Repair PartyLegends_Repair_Party.pngconsumable.
  • Relatively good concealment for a cruiser that size.



Cons:

  • Relatively long main battery reload time.
  • Mediocre gun firing arcs that require exposing broadside to fire a full salvo.
  • Slugglish handling; accelerates and stops awfully slow with mediocre rudder shift time.
  • Huge citadel block that rises well above the waterline which is also stepped, making it easier to citadel it from multiple angles


Performance

Changes

Crimson Tale

  • Stock hull total health increased from 39 400 to 42 100
  • Stock hull engine HP reduced from 59 400 to 47 000
  • Stock hull bow HP increased from 1500 to 1600
  • Stock hull auxiliary room HP increased from 4900 to 5200
  • Stock hull stern HP increased from 2300 to 2500
  • Stock hull HP increased from 29 600 to 31 600
  • Stock hull steering gear HP increased from 11 800 to 12 600
  • Stock hull superstructure HP increased from 3100 to 3300
  • Upgraded hull total health increased from 43 800 to 47 000
  • Upgraded hull engine HP reduced from 59 400 to 47 000
  • Upgraded hull bow HP increased from 1700 to 1800
  • Upgraded hull auxiliary room HP increased from 5400 to 5800
  • Upgraded hull stern HP increased from 2600 to 2800
  • Upgraded hull HP increased from 32 900 to 35 300
  • Upgraded hull steering gear HP increased from 13 100 to 14 100
  • Upgraded hull superstructure HP increased from 3400 to 3700

Gallery


WoWsLIconWhite.png  Legends Ship Map  WoWsLIconWhite.png