Amalfi
203 mm/55 Model 1934 in a turret3 х 3 pcs. |
Rate of Fire3.75 shots/min. |
Reload Time16 sec. |
Rotation Speed7 deg./sec. |
180 Degree Turn Time25.71 sec. |
Firing Range14.68 km. |
Maximum Dispersion134 m. |
Chance of Fire on Target Caused by HE Shell0 % |
AP Shell203 mm proiettili AP 1924 mod.2 |
Maximum AP Shell Damage4,800 |
Initial AP Shell Velocity910 m./s. |
AP Shell Weight125.3 kg. |
Maximum SAP Shell Damage5,200 |
Initial SAP Shell Velocity950 m./s. |
90 mm/50 Model 1939 in a turret12 х 1 pcs. |
Firing Range6.6 km. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
HE Shell90 mm proiettili HE |
Maximum HE Shell Damage1,300 |
Initial HE Shell Velocity860 m./s. |
Chance of Fire on Target Caused by HE Shell5 % |
533 mm tubo lanciasiluri2 х 4 pcs. |
Rate of Fire0.63 shots/min. |
Reload Time95 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
Torpedo533 mm Si 270 M |
Maximum Damage12,667 |
Torpedo Speed51 knot |
Torpedo Range12 km. |
90 mm/50 Model 1939 in a turret12 х 1 pcs. |
. . . Average Damage per Second114 |
. . . Firing Range3.99 km. |
37 mm/54 Model 1938 on a Model 1938 mount6 х 2 pcs. |
. . . Average Damage per Second69.6 |
. . . Firing Range3.51 km. |
20 mm/65 Breda Model 1935 on a Model 1935 mount12 х 2 pcs. |
. . . Average Damage per Second40.8 |
. . . Firing Range2.01 km. |
Maximum Speed37 knot |
Turning Circle Radius680 m. |
Rudder Shift Time15.3 sec. |
Surface Detectability Range14.01 km. |
Air Detectability Range8.67 km. |
Amalfi — Italian Tier VIII cruiser.
Once the Civil War was over, Spain was looking for ways to reinforce its Navy. One of the ships was proposed by the Italian company Ansaldo—a heavy cruiser of the enlarged Zara class, but with three 203 mm triple-gun mounts.
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.
Amalfi represents the largest shift in game play for the Italian Cruiser line. While the earlier ships in the line are certainly representative of the higher-tier game play for the line, it's only with Amalfi that a captain will be able to say with certainty that they enjoy the uniqueness of the line or not.
While the previous Zara encapsulates the design ideas of the interwar and treaty period, Amalfi is more in-line with contemporary designs of the late 1930s, with various quality-of-life improvements, such as triple-barrel turrets in an A-B-X format, that captains moving up from Zara will be certain to appreciate. Other improvements include an extended belt of 50 mm that can restrict the ability of enemy battleships to citadel Amalfi through the bow at close range, and a vastly improved top speed. While gaining an extra gun and a more useful turret layout, Amalfi does end up with a slightly slower reload than her predecessor.
Overall game play is similar to that of Zara, but captains should make note of a few important changes. Firstly, Amalfi's increased top speed and improved armor can allow captains to play in a more aggressive fashion. Reaching strategic positions and being able to retreat from a fallen flank are two aspects of her game play that captains should be able to appreciate, and are continued through to the remaining two ships in the line. Secondly, the change in match-making spread to include Tier X vessels can be both good and bad for Amalfi captains. The increase in number of "all-or-nothing" armor schemes among higher tier ships is extremely helpful when using the SAP shell type, but the inclusion of Tier X vessels introduce the potential of encountering vessels that have an almost guaranteed immunity to damage from your ship (such as Kremlin and Großer Kurfürst). Greater emphasis needs to be placed on the choice of shell type to properly deal damage to targets.
Target selection in higher tier games for Amalfi and her successors requires a thorough understanding of game mechanics. The impact of an Italian cruiser is greatest at the start of a battle, and diminishes throughout the course of a battle due to the Damage Saturation mechanic. In later stages of a match they become highly opportunistic; a saturated target will be taking significantly reduced damage, so captains must be able to recognize the signs of saturation and adjust their aim to unsaturated sections, or a different target entirely. Captains should take the opportunity in the early game to do as many large (8k+) damage salvos to as many targets as possible before saturation becomes an issue. Captains should especially take any and all chances at dealing damage to enemy destroyers; however, due to the lack of radar and hydro-acoustic consumables, actively hunting destroyers can be quite risky. A well-played Italian cruiser can make a massive difference on the early game development of a match by removing large chunks of health from enemy destroyers, if not outright sinking them.
Amalfi, as well as the following two vessels, should be played in a flexible role. The high top speeds and unique ability to disengage from a fight really comes to light with Amalfi. Captains can adopt "hit-and-run" style tactics to quickly remove moderately low-HP targets from the field where needed, and then disengage with minimal loss of health to themselves. The low-speed, high range torpedoes should be used when exiting a fight to dissuade pursuit, and not necessarily as an offensive method of damage dealing. Captains should also be aware of the large detection when firing in smoke penalty for high-tier Italian cruisers; captains should consider holding their fire when retreating to maximize the usefulness of their full-speed smoke generators.
Overall, Amalfi represents a fairly large departure from the low- and mid-tier Italian cruisers. Tactics learned through playing Amalfi will be applied to the following Brindisi and Venezia, so captains can get a feel for if they will enjoy the remainder of the line or not with her. Captains should continue to keep in mind that the Italian cruisers, especially at high-tier, play quite a bit differently than their contemporaries in other nations' tech trees, and should not be played as such. Doing so will only result in frustration at the limitations of SAP and lack of HE. Amalfi and her successors can absolutely make an impact on the outcome of a battle, and when well-played can be a far more rewarding experience than the "HE spam" of other cruisers.Pros:
- Great and accurate guns with high potential damage.
- Fast top speeds rivaling destroyers of the same tier.
- Great torpedo range, only shortcomings being their speed.
- Fantastic torpedo angles with very low detection.
- Exhaust Smoke Generator leaves her capable of instantly disappearing. Great for retreating.
- Capable of running Catapult Fighter to improve AA, or Spotting Aircraft to increase range.
Cons:
- Lack of defensive consumables such as Repair Party or Hydroacoustic Search .
- Mediocre AA defence.
- Very few Exhaust Smoke Generator uses.
- Extended 50 mm belt is very low on her bow, reducing its effectiveness.
Research
Researchable upgrades for Amalfi:
- Hull: Upgrade to Hull (B) for improved survivability, maneuverability and AA. Research of this module unlocks progression to Brindisi.
- Gun Fire Control System: Upgrade to SDT 8 mod. 2 for an extra 10% range on the main battery.
Optimal Configuration
Upgrades
The recommended upgrades for Amalfi are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection
- Slot 3: Aiming Systems Modification 1
- Slot 4: Steering Gears Modification 1
- Slot 5: Concealment System Modification 1
Commander Skills
Superintendent is highly recommended for the Amalfi as without it, she does not get a lot of uses on her smoke.
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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★★★ |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Amalfi can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Exhaust Smoke Generator – 2 charges
- Slot 3: Catapult Fighter – 3 charges or Spotting Aircraft – 4 charges
- Slot 4: Submarine Surveillance – 3 charges
Signals
The Amalfi does not gain many offensive benefits from signals like many other ships. Sierra Mike () will increase her already fast speeds to 38.9 knots.
Recommended Signal Flags | |||||
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Combat | |||||
★★★ |
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★★ |
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★★ |
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★★★ |
★★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Gallery
References
Ship Change Log
See here for links to Update notes.
- Available for testing by supertesters in the game starting from Update 0.8.7.
Testing Changes
- July 23, 2019:
- Preliminary characteristics.
- July 25, 2019:
- Renamed from Verona to Amalfi.
- Aug 20, 2019:
- Removed the 10% damage limit for semi-armor-piercing shell penetrations against destroyers.
- Improved ricochet angles of semi-armor-piercing shells from 60-85 degrees to 80-85 degrees.
- Stock main battery firing range increased from 13.95 to 14.68 km.
- Aug 23, 2019:
- Ricochet angles for SAP shells changed from 80-85 degrees to 75-80 degrees.
- Sep 13, 2019:
- Ricochet angles for SAP shells changed from 75-80 degrees to 65-80 degrees.
- Detectability by air decreased from 9.53 to 8.67 km.
- Update 0.8.9:
- Available by completing a combat mission from the Italian Cruisers container during the Italian Cruisers event.
- Update 0.8.10:
- Added to the tech tree.
- The starting ricochet angle for a semi-armor-piercing shell was increased from 65 to 70 degrees.
- Update 0.9.2:
- 37-mm / 54 Breda 1932 air defense mounts on the bow and stern main guns on the (A) Hull were replaced with 20-mm / 65 Breda 1935 mounts.
- The permanent damage of AA installations on Hull (A) was reduced from 277 to 259, and the range of the middle AA defense zone was increased from 3.5 to 3.7 km.
- The armor thickness was changed: the central section was reinforced from 25 mm to 27 mm.
- Update 0.9.4:
- Minor fixes to textures and ship model.
- Update 0.9.5:
- Small changes to geometry and textures.
- Update 0.9.7:
- Minor fixes to geometry and textures.
- Update 0.9.8:
- Minor fixes to textures and geometry of the ship.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 6.6 km.
- Update 0.10.10:
- Minor fixes to geometry and textures of the ship.
- Update 0.11.1:
- The ship's silhouette in the purchase window and other places was fixed.
- Update 0.11.5:
- On Hull (B), the name of the AA gun 20 mm/70 Breda Model 1941 was changed to 20 mm/70 Scotti Model 1941.
- Update 0.11.6:
- Minor fixes to the model and textures of the ship.
- Update 12.5:
- The Smoke Generator Modification 1 upgrade can now be mounted in slot 3.
- Update 12.8:
- Fixed textures for the ship.
- Update 12.10:
- Added fixes to the textures and other visuals of the ship.
- Update 13.0:
- Fixed Commander skill recommendations for the ship.
- Update 13.1:
- Removed Depth Charges.
- Added Depth Charge Airstrike with the following characteristics:
- Range: 7 km.
- Reload: 30 s.
- Number of charges: 2.
- Number of aircraft: 1.
- Number of bombs per aircraft: 2.
- Damage: 4,200.
- Added the Submarine Surveillance consumable with the following characteristics:
- Range: 6 km.
- Reload: 120 s.
- Number of charges: 3.
- Action time: 20 s.
Destroyers | II Curtatone • III Nazario Sauro • IV Turbine • V Maestrale • VI Aviere • VI Leone • VII Luca Tarigo • VII FR25 • VIII Vittorio Cuniberti • IX Adriatico • IX Paolo Emilio • X Attilio Regolo |
Cruisers | I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V Genova • VI Trento • VI Duca d'Aosta • VII Zara • VII Duca degli Abruzzi • VII Francesco Ferruccio • VII Gorizia • VIII Amalfi • IX Brindisi • IX Michelangelo • X Venezia • X Napoli • X Napoli B • X Ravenna • ★ Piemonte |
Battleships | IV Dante Alighieri • V Conte di Cavour • V Giulio Cesare • VI Andrea Doria • VII Francesco Caracciolo • VIII Vittorio Veneto • VIII Roma • VIII AL Littorio • IX Lepanto • IX Marco Polo • IX Giuseppe Verdi • X Cristoforo Colombo • X Ruggiero di Lauria • X Sicilia • X Amerigo Vespucci |
Aircraft Carriers | VIII Aquila |