Annapolis
203 mm/55 RF Mk.16 in a turret4 х 3 pcs. |
Rate of Fire10.91 shots/min. |
Reload Time5.5 sec. |
Rotation Speed9 deg./sec. |
180 Degree Turn Time20 sec. |
Firing Range16.22 km. |
Maximum Dispersion144 m. |
HE Shell203 mm HE/HC Mk25 |
Maximum HE Shell Damage2,800 |
Chance of Fire on Target Caused by HE Shell14 % |
Initial HE Shell Velocity823 m./s. |
HE Shell Weight118 kg. |
AP Shell203 mm AP Mk21 |
Maximum AP Shell Damage5,000 |
Initial AP Shell Velocity762 m./s. |
AP Shell Weight152 kg. |
127 mm/54 Mk.16 on a Mk.42 mount6 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
HE Shell127 mm HE Mk41 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity808 m./s. |
Chance of Fire on Target Caused by HE Shell9 % |
127 mm/54 Mk.16 on a Mk.42 mount6 х 2 pcs. |
. . . Average Damage per Second209.4 |
. . . Firing Range5.19 km. |
76.2 mm/70 Mk.23 on a Mk.37 mod. 0 mount10 х 2 pcs. |
. . . Average Damage per Second354 |
. . . Firing Range3.99 km. |
Maximum Speed33 knot |
Turning Circle Radius860 m. |
Rudder Shift Time8.8 sec. |
Surface Detectability Range13.58 km. |
Air Detectability Range9.61 km. |
Annapolis — American Tier ★ cruiser.
The heavy cruisers designed during World War II became the epitome of their class, making them the most formidable and powerful U.S. heavy cruisers in history. After the development of a 152 mm automatic gun, the U.S. Navy High Command placed an order for a similar gun but with a caliber of 203 mm. New cruisers were to be equipped with triple-gun turrets featuring the aforementioned 203 mm guns and fitted with a thick armored deck for protection against aerial bomb attacks.
Annapolis was released into the U.S. tech tree on 14 April 2022.
Modules
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 () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Annapolis | 51,900 | 15 | 203 | 4 | 6 | 10/6 | 0 | 0 |
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 |
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Slot 6 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Annapolis is the supership for the American heavy cruiser tech tree. She improves upon Des Moines in almost all respects, with an emphasis on her extremely potent main battery.
Survivability & Maneuverability
Captains familiar with Des Moines’ vulnerable armor scheme will find that this also applies to Annapolis. Her extremities feature the same 27 mm plating common to most US heavy cruisers that can bounce up to 381 mm AP shells, while her 30 mm sides and deck can ricochet AP shells up to 406 mm. Annapolis’ placement as a supership means she is a bit more vulnerable than other cruisers, as ships capable of overmatching her 30 mm plating are more frequent.
The primary improvements in Annapolis’ protection occur around the citadel. She features a slightly thicker belt than Des Moines, and a uniquely shaped narrow citadel that tapers toward the bow. Unlike Des Moines, Annapolis’ citadel doesn’t extend to the outside of her hull. At longer ranges this can help mitigate AP salvos from heavy cruisers and battleships with adequate angling. However, she can still be readily citadelled when broadside. Annapolis also features a 16% torpedo reduction. This is above average for a cruiser and more than double that of Des Moines, but torpedoes will still cause devastating damage if they connect.
Annapolis features the same top speed as Des Moines and a similar rudder shift, but is a noticeably longer ship in order to fit the extra turret. Along with a larger turning radius of 860 m, Annapolis is more prone to catching shells while turning that would have otherwise missed Des Moines. She also features better-than-average concealment among all cruiser superships.
Armament & Consumables
Annapolis’ greatest improvement over Des Moines is her firepower. They share the same quick-reloading 203 mm triple turrets, but Annapolis gains a fourth turret which drastically increases the damage she can pump out. She also features the same improved AP penetration angles (60 - 67.5 degrees) as other American heavy cruisers.
By themselves, her HE shells are fairly run-of-the-mill in terms of damage and fire chance. This is offset by her 12-gun broadside and very quick reload that make her an extremely good firestarter, with good damage and 34 mm of HE shell penetration. With her fast reload, Annapolis’ main battery is extremely potent, able to punish any kind ship presenting broadside with her AP, and then melting them with her HE shells at steeper angles.
As a supership, Annapolis also features a burst-fire/alternate firing mode. When engaged, this fires three full salvos with a one second delay between them, but at the expense of a 40 second reload afterward.
Annapolis features the same consumable suite as Des Moines, with Surveillance Radar , Repair Party , and a choice between Defensive AA Fire and Hydroacoustic Search . It is worth noting that Annapolis’ radar also features a slightly longer duration than Des Moines, at 40 seconds. She also features comparatively strong anti-air defenses, with a high flak count and high mid-range DPS, but possesses no short-range AA mounts.
Gameplay
Captains familiar with Des Moines will find themselves right at home commanding Annapolis, as the ships play identically. Just like her predecessor, Annapolis is an extremely flexible ship that can be played in a number of different ways. For most players, the greatest success can be found when operating around capture points and supporting the team’s destroyers in contesting these. Utilizing her long duration radar combined with her high damage output, players can quickly dispatch enemy destroyers with HE. When playing around caps, captains should also be sure that there are islands nearby, as Annapolis’ floaty ballistics allow her to comfortably operate behind cover with impunity while still being able to support any allies in the circle. This will also help to mitigate her shorter range. For more experienced players, kiting in open water with the bow pointed away from the enemy is also a viable tactic. This allows captains to maximize their damage potential against enemy ships without being limited to a stationary position but still minimizing most incoming damage in the process. However, this does make Annapolis quite vulnerable to battleships capable of overmatching her’ 30 mm midsection, and she should only engage these ships when they are distracted by teammates.
Captains should be using a healthy mix of AP and HE shells. Annapolis’ quick base reload of 5.5 seconds allows for rapid ammunition switching depending on the situation, and this is further improved by taking the Gun Feeder skill. If players have the special commander William F. Halsey, Jr., this can be done in under 2 seconds. Against broadside and slightly angled enemies larger than destroyers, captains should be using AP shells as the improved penetration angles and heavier shells will quickly remove chunks of HP. If the target angles more steeply, switching to HE will guarantee numerous fires in combination with solid penetration damage against superstructures.
Although Annapolis does feature the burst fire ability, captains should stick with the normal firing mode most of the time. The 40 second reload after the burst leaves her unable to fight back, as she lacks torpedoes or a capable secondary battery. While this can catch unsuspecting enemy destroyers near or around a corner when combined with her radar, the consistent reload of the normal firing mode will generally also get this job done with no issue and will not leave her defenseless in the meantime.
Annapolis is the pinnacle of the American heavy cruiser line. The lethality and flexibility of her main battery is unmatched by most other cruisers, and she is a strong support ship for contesting and controlling capture zones. Her quick reload and large number of guns will make quick work of any enemy ship in battle, although she is on the squishier side in terms of survivability. Captains will find Annapolis to be an extremely rewarding ship that demands the use of their knowledge gained from Des Moines.
Combat Capability - Alternative Firing Mode
Requirements:
Burst fire can be toggled on and off at will.Effects:
- Reload time: 40 seconds
- Interval between individual shots: 1.5 second
- Number of bursts in a series: 3
Pros:
- 27 mm plating can bounce 381 mm AP shells
- Very fast reload, with high DPM
- Improved AP penetration angles
- High fires per minute
- Higher ballistic trajectory allows for shooting over islands
- Long duration radar with solid range
- Strong anti-aircraft battery
- Good concealment
- Burst Fire mechanic
Cons:
- Large target
- Will be overmatched by ships with 431 mm guns or larger
- Vulnerable citadel
- Short firing range
- Floaty ballistics make long-range shooting difficult
- No torpedoes
- Average agility with a larger turning circle
- Very long reload after using Burst Fire
Research
Optimal Configuration
Upgrades
The recommended upgrades are:
- Slot 1: Main Armaments Modification 1
- Slot 2: Surveillance Radar Modification 1 or Engine Room Protection
- Slot 3: Aiming Systems Modification 1
- Slot 4: Propulsion Modification 1
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
★★★ |
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★★★ |
★ |
|
2 |
|
|
★ |
|
★★★ |
★ |
3 |
|
|
★★★ |
|
★★★ |
★★★ |
4 |
★★★ |
|
|
|
★★★ |
|
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Annapolis can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Surveillance Radar
- Slot 4: Repair Party
Signals
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★★★ |
★★ |
★★ |
|
★★ |
★★ |
|
|
★★ |
★★★ |
★★★ |
★★★ |
|
★★ |
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 for testing by all players in Ranked and Co-op battles during Update 0.10.10.
- From Update 0.11.0 also available for testing in Random battles.
Testing Changes
- DevBlog 231:
- Preliminary characteristics.
- DevBlog 239:
- Alternate fire mode changed:
- Interval between salvoes decreased from 1.5 to 1 s.
- Number of salvoes in the burst increased from 2 to 3.
- Main battery dispersion while using alternate fire mode increased from -25 to +35%.
- Alternate fire mode changed:
- DevBlog 241:
- Main battery 180° traverse time decreased from 30 to 20 s.
- Rudder shift decreased from 12.1 to 8.8 s.
- Alternate fire mode no longer affects main battery dispersion (from +35 to 0%).
- Update 0.10.11:
- Fixed model and textures of the ship.
- Update 0.11.0:
- Small fixes to geometry and textures of the ship.
- Update 0.11.2:
- Main battery reload time decreased from 6.1 to 5.5 s.
- Update 0.11.3:
- Added to the US tech tree as a special ship unlocked once the player researches Tier 10 Cruiser Des Moines, then purchased for 47,500,000 credits.
- Update 13.1:
- Interval between individual shots in burst increased from 1 to 1.5 s.
- Surveillance Radar consumable action time decreased from 40 to 35 s.
- Update 13.4:
- HP reduced from 56,000 to 51,900.
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