Almirante Grau
152 mm/53 Model 1942 in a turret4 х 2 pcs. |
Rate of Fire8.57 shots/min. |
Reload Time7 sec. |
Rotation Speed8 deg./sec. |
180 Degree Turn Time22.5 sec. |
Firing Range16.06 km. |
Maximum Dispersion143 m. |
HE Shell152 mm HE Brisantgranaat |
Maximum HE Shell Damage2,150 |
Chance of Fire on Target Caused by HE Shell11 % |
Initial HE Shell Velocity900 m./s. |
HE Shell Weight46 kg. |
AP Shell152 mm AP Pantsergranaat |
Maximum AP Shell Damage3,000 |
Initial AP Shell Velocity900 m./s. |
AP Shell Weight46.7 kg. |
152 mm/53 Model 1942 in a turret4 х 2 pcs. |
. . . Average Damage per Second66.8 |
. . . Firing Range6 km. |
40 mm/70 SAK-40/L70-350
on a SAK-40/L70-350 mount 8 х 1 pcs. |
. . . Average Damage per Second218.4 |
. . . Firing Range3.51 km. |
57 mm/60 SAK Model 1950 on a Model 1950 mount4 х 2 pcs. |
. . . Average Damage per Second200.8 |
. . . Firing Range3.99 km. |
Maximum Speed32 knot |
Turning Circle Radius700 m. |
Rudder Shift Time9.1 sec. |
Surface Detectability Range11.9 km. |
Air Detectability Range8.52 km. |
Almirante Grau — Pan-American special premium Tier VIII cruiser.
The flagships of the Peruvian Navy traditionally bear the name of Admiral Miguel Grau Seminario, with a total of five such ships in history. The third ship bearing this name was purchased from the Netherlands in 1973. Cruiser De Ruyter was laid down in 1939 in Schiedam and completed after the war according to a modified project, which included dual-purpose main battery guns and modern radar equipment. Almirante Grau had been the flagship of the Peruvian Navy for 45 years. At the time of her decommissioning, the ship was the last artillery cruiser belonging to any navy.
Almirante Grau was first released for sale on 12 May 2023.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Almirante Grau is a premium Tier VIII Pan-American cruiser. Like other Pan-American cruisers, she has access to a special combat instruction, which heavily shapes her tactics. However, Almirante Grau's combat instruction is somewhat unique: Unlike the tech tree line, she does not need to land main battery hits to prepare — Almirante Grau merely needs to remain undetected for 50 seconds. The effect of the instructions is also unusual - Rather than improving the cooldown of consumables, Almirante Grau receives 30 seconds during which guns reload three times faster than normal.
Almirante Grau's other noteworthy feature is her anti-aircraft defenses - she boasts among the strongest AA suites in the game, at any tier, handily out-damaging even Tier X ships, thanks to her excellent base damage numbers and access to the Defensive AA Fire consumable. She can easily fend off lower and even-tier planes, (sometimes before they can even attack) and even Tier X squadrons will take heavy losses if attacking her or flying too close.
Hull:
Much like the De Zeven Provinciën that it is based on, Almirante Grau is an exceptionally light cruiser. Her armor plating is average, and her HP pool only 33,900, meaning that she can not survive much concentrated fire. Her turning maneuverability is slightly better than De Zeven Provinciën, but like her sister, her top speed is capped at only 32 knots.
That being said though, for having such mediocre defenses, Almirante Grau is a surprisingly survivable ship. Many AP shells will overpenetrate, and the submerged citadel is difficult to hit reliably. While captains should still avoid showing their broadside to enemies for extended periods, being spotted is far less likely to be a death sentence the way it is for other light cruisers such as Minotaur or Jinan.
Almirante Grau also benefits from being extremely narrow. When pointing directly towards or away from an enemy, she presents a very small profile, causing many shells to simply miss. She also has quite good concealment for a cruiser - Fully built for it, her detection radius is only 9.6km by sea, and 6.9km by air. (Which exactly matches the range of her anti-aircraft guns.)
Armament:
The guns on Almirante Grau are fairly disappointing at first glance. Eight 152mm guns, mounted in four twin turrets, they are hurt by their reload time of seven seconds. The shell velocity is also on the low side, causing the shells to arc significantly, and giving them a max range of only 16km. While the high arc can be useful for attacking from behind islands, it also significantly increases the difficulty in hitting fast-moving, targets at range.
The HE rounds have a respectable 11% fire chance, but the AP struggles to penetrate heavily armored targets. On the upside though, all of the guns can rotate the full 360 degrees, which gives captains a lot of flexibility in maneuvering, while still maintaining full firepower.
All of this changes, however, when Almirante Grau's unique combat instruction is active. For 30 seconds, her guns fire at triple speed, significantly increasing her damage. During this mode, she can easily out-damage anything at her tier, and is a threat to anything within range. Even well-angled targets will take heavy damage from a barrage of HE shells, and multiple fires are all but guaranteed.
Anti-Aircraft:
Almirante Grau's anti-aircraft defenses are also quite formidable. She has the same (exceptional) anti-aircraft mounts as De Zeven Provinciën, but unlike her sister ship, also has access to the Defensive AA Fire consumable. This allows Almirante Grau to boost her already top-tier anti-aircraft defenses into something incredible. Even higher tier carriers will suffer significant losses if they attack, and anything even or lower tier is likely to lose the entire squadron. (In extreme cases, sometimes before they even have a chance to attack.)
While Almirante Grau does possess flack batteries, the bulk of her threat to aircraft comes from the continuous damage AA mounts. While technically they can damage planes as far as 6.9k, the full damage only applies to planes that make the mistake of flying within 4km of her.
Anti-Submarine:
The anti-submarine weapons of Almirante Grau are basic, ship-launched basic depth charges. While Almirante Grau's maneuverability and narrow profile give her at least a fighting chance to dodge torpedoes, submarine hunting is usually better left to ships with access to plane-based ASW.
Consumables:
In addition to the standard Damage Control Party , Almirante Grau has access to three charges each of Defensive AA Fire and Hydroacoustic Search . The Hydroacoustic Search has 5km detection range for ships, and 3.5km range for spotting torpedoes.
Play Style:
Due to the nature of her unique combat instructions, Almirante Grau plays extremely well as a hit-and-run ambusher. A full concealment build is highly recommended, given how much her power depends on going dark and recharging her combat instructions. Because she lacks any ability to heal, it is important to conserve health as much as possible. Staying near islands and cover is important.
The best situation for Almirante Grau is one where she can attack freely for the full 30 seconds of combat instruction, without receiving return fire. The most common ways to accomplish this are either by attacking over an island or from within smoke provided by an ally.
When such opportunities are not available, Almirante Grau does best when she can isolate a large target in such a way that the rest of the enemy team cannot shoot her. (By taking partial cover behind an island, or similar.) Attacking ships that are already engaged with a teammate is also a good approach.
In general, when combat instruction is not active, Almirante Grau should retreat, go dark, and wait for it to recharge if possible. (Unless the enemy is close enough to death that she can finish it off with her lackluster normal DPM.) Combat instruction is such a huge increase in damage that it is almost always worth holding fire and letting it recharge. As a result, Almirante Grau captains should try to remain near islands when possible, and keep a general eye on the location of enemy destroyers, to make sure they can break visibility when needed.
Combat Capability - Immediate Main Battery Reload
Requirements:
Can only be used after staying undetected.Interval: 5 s
Progress per interval: 10%
Effects:
- Main battery reload time: -66%
- Action time: 30 seconds
Pros:
- Good concealment
- High damage output while combat instruction is active
- Incredible anti-aircraft defense
- Underwater citadel is very difficult to hit
- Decent maneuverability
Cons:
- Below-average guns while outside of combat instruction
- Weak Armor
- Modest HP Pool
- No way to recover lost health
- Low speed
Research
Optimal Configuration
Upgrades
The recommended upgrades are:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection or Defensive AA Fire Modification 1
- Slot 3: Aiming Systems Modification 1
- Slot 4: Propulsion Modification 1 or Steering Gears Modification 1
- Slot 5: Concealment System Modification 1
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
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★★ |
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★★ |
2 |
★ |
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★ |
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★★ |
★★★ |
3 |
★ |
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★★★ |
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★★ |
★★★ |
4 |
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★★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Almirante Grau equips the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Hydroacoustic Search – 3 charges
- Slot 3: Defensive AA Fire – 3 charges
Camouflage
As a premium ship, Almirante Grau comes with Default permanent camouflage and a set of permanent combat bonuses.
Signals
Recommended Signal Flags | |||||
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Combat | |||||
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★★ |
★★★ |
★★★ |
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★★★ |
★★★ |
★★ |
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★★ |
Gallery
Historical Info
Historical Gallery
Video
References
Ship Change Log
See here for links to Update notes.
- Available for testing by supertesters in the game starting from Update 12.1.
Testing Changes
- DevBlog 407:
- Preliminary characteristics.
- DevBlog 410:
- Main battery reload time increased from 4.5 to 7 s.
- Changes to Combat Instructions:
- Bonus to reload time increased from 20% to 66%.
- Removed bonuses to ship speed and acceleration rate.
- Duration reduced from 60 to 30 s.
- The Combat Instructions meter now fills by 10% every 5 seconds the ship remains undetected.
- The progress bar starts to decay 30 seconds after being detected by the enemy.
- Decay rate set to 10% for every 5 seconds the ship remains detected.
- DevBlog 413:
- The Repair Party consumable has been removed.
- The Hydroacoustic Search and Defensive AA Fire consumables have been moved to separate slots (Unlisted change).
- Update 12.3:
- The Ancient Totem permanent camouflage was added.
- Initially available starting 12 May 2023, as part of the Inca Trail event. During the event, Almirante Grau was available as 1 of 68 random bundles in the Armory for 50 Inca Tokens each, as well as in the Premium Shop.
- Update 12.4:
- The textures and geometry of the ship have been changed.
- Update 13.3:
- The number of bombs per Depth Charge drop increased from 6 to 10.
- Update 13.4:
- Fixed the Combat Instructions description for the ship.
Destroyers | VI Juruá • X La Pampa |
Cruisers | I Hércules • II Almirante Barroso • II Almirante Abreu • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de Julio • VIII Ignacio Allende • VIII Almirante Grau • IX Santander • X San Martín |
Battleships | V Rio de Janeiro • VIII Ipiranga • VIII Atlântico • IX Los Andes • X Libertad • X Comodoro |
Aircraft Carriers |