Edinburgh
152 mm/50 BL Mk.XXIII on a Mk.XXIII mount4 х 3 pcs. |
Rate of Fire7.79 shots/min. |
Reload Time7.7 sec. |
Rotation Speed7 deg./sec. |
180 Degree Turn Time25.71 sec. |
Firing Range14.02 km. |
Maximum Dispersion129 m. |
Chance of Fire on Target Caused by HE Shell0 % |
AP Shell152 mm AP 6crh Mk IV |
Maximum AP Shell Damage3,100 |
Initial AP Shell Velocity841 m./s. |
AP Shell Weight50.8 kg. |
102 mm/45 QF Mk.XVI on a Mk.XIX mount6 х 2 pcs. |
Firing Range6.6 km. |
Rate of Fire20 shots/min. |
Reload Time3 sec. |
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 Shell6 % |
533 mm TR Mk IV2 х 3 pcs. |
Rate of Fire0.83 shots/min. |
Reload Time72 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
Torpedo533 mm Mk IX* |
Maximum Damage15,867 |
Torpedo Speed61 knot |
Torpedo Range8.01 km. |
102 mm/45 QF Mk.XVI on a Mk.XIX mount6 х 2 pcs. |
. . . Average Damage per Second56.4 |
. . . Firing Range5.01 km. |
20 mm Oerlikon Mk.II on a Mk.V mount5 х 2 pcs. |
. . . Average Damage per Second30.5 |
. . . Firing Range2.01 km. |
40 mm/39 Vickers QF Mk.VIII on a Mk.VI mount3 х 8 pcs. |
. . . Average Damage per Second59.4 |
. . . Firing Range2.49 km. |
20 mm Oerlikon Mk.I on a Mk.IIA mount8 х 1 pcs. |
. . . Average Damage per Second28.8 |
. . . Firing Range2.01 km. |
Maximum Speed32.5 knot |
Turning Circle Radius730 m. |
Rudder Shift Time13.4 sec. |
Surface Detectability Range11.36 km. |
Air Detectability Range7.16 km. |
Edinburgh — British Tier VIII cruiser.
The most powerful light cruiser in the Royal Navy during World War II. Outrivaled most other same-type ships in terms of armor protection. She inherited powerful main guns from her predecessors. Among other Royal Navy cruisers of the 1930s, Edinburgh carried more powerful AA weapons.
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.
Edinburgh will feel familiar to captains progressing up the British cruiser line; her four turrets of triple 152mm barrels are identical to the configuration of her immediate predecessor, Fiji. In point of fact, Edinburgh has only a few upgrades from Fiji, but those upgrades make a measurable difference in her effectiveness.
By now, veterans of the branch are accustomed to having access to the Repair Party consumable. Edinburgh is no different in this regard, though she has access to a much more potent version of the consumable, one that restores as much as 40% of her health pool per use. Neptune and Minotaur have heals of similar effectiveness, meaning that ships at the high end of the Royal Navy cruiser branch can be exceedingly difficult to sink if they are allowed to escape sustained fire with any health remaining. Like her predecessors, Edinburgh has the tools to make good that escape — should it become necessary — through her ability to equip the Smoke Generator consumable. Additionally, Edinburgh is the first ship in the line given access to Surveillance Radar . Though she must give up her access to Smoke Generator in order to have Surveillance Radar available, the combination of radar and Hydroacoustic Search make her an incredibly potent destroyer hunter. Any destroyers that find themselves within 9.0 km of a radar-equipped Edinburgh are in a very vulnerable position.
Her armor is improved over that of Fiji, and while she will stand up to heavy cruiser fire better than her predecessor, Edinburgh will still suffer when under fire from enemy battleships. Her torpedoes gain some extra range and are now capable of reaching targets at ranges out to 10.0 km, and her anti-aircraft damage per second is nearly double that of Fiji. She is a well-rounded cruiser, but one that must be played very carefully in order to maximize her ability to punish lighter enemy units while minimizing her exposure to fire from enemy capital ships.Pros:
- Has access to Specialized Repair Teams that allow her to regenerate large amounts health.
- Highly flexible ship; mounts Hydroacoustic Search by default, then can choose between Spotting Aircraft , Catapult Fighter , Smoke Generator , and Surveillance Radar .
- Solid anti-aircraft suite, especially when bolstered by the Expert AA Marksman and AA Gunner commander skills.
- Good maneuverability; above average turning circle radius and rudder shift times.
Cons:
- Armor is largely for show and offers little real protection; incoming rounds larger than 203mm will penetrate Edinburgh easily.
- Really only effective against lighter enemy units, such as destroyers and other cruisers. Edinburgh barely registers as a threat to enemy battleships.
- Lightly-armored turrets and fragile AA guns are incapacitated more frequently than many of her contemporaries.
- Shortest main battery range of all Tier VIII cruisers.
Research
Optimal Configuration
There are a three key choices that dictate how Edinburgh will play: the upgrades in Slots 1 and 3, and which consumable she chooses to go along with Hydroacoustic Search .
Upgrades
The recommended upgrades for Edinburgh are as follows:
- Slot 1: Main Armaments Modification 1 *
- Slot 2: Damage Control System Modification 1
- Slot 3: Aiming Systems Modification 1 *
- Slot 4: Steering Gears Modification 1
- Slot 5: Concealment System Modification 1
Upgrade Slot 1 allows players to mount one of two viable options. Main Armaments Modification 1 is a generally viable choice, but players wishing to specialize for anti-aircraft duties should mount Auxiliary Armaments Modification 1 .
Upgrade Slot 3 offers choices for specialization in different roles. Aiming Sytems Modification 1 should be equipped for ship to ship combat. AA Guns Modification 1 should be mounted when specializing for AA duties.
Commander Skills
At Level 1, commanders are encouraged to take Last Stand to ensure Edinburgh retains at least some maneuverability even when her engines or rudder are knocked out. At Level 2, Priority Target is a key skill as it allows players to know when it is (theoretically) safe to expose their broadside in a turn without severe punishment. Other skills of interest for Edinburgh at Level 2 are Consumables Enhancements (to lengthen the duration of either her smoke screen or radar consumables) and Expert AA Marksman (a good team-play option that bolsters her AA suite). At Level 3, the key skills are Adrenaline Rush and Superintendent, both of which are highly recommended. Captains who find themselves relying heavily on her torpedo armament may also be interested in taking Enhanced Torpedo Explosive Charge. At Level 4, the key skill that captains should prioritize is Concealment Expert in order to further enhance Edinburgh’s already great concealment. Captains may also be interested in taking AA Gunner (another good team-play option that gives an additional boost to an already solid AA suite) or Radio Location (to improve situational awareness, particularly against outflanking destroyers).
Suggested initial skill order for first time Edinburgh captains: Last Stand -> Priority Target -> Superintendent -> Concealment Expert -> Adrenaline Rush
Consumables
Edinburgh can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Specialized Repair Teams – 3 charges
- Slot 3: {Hydroacoustic Search – 3 charges
- Slot 4: Smoke Generator – 3 charges or Spotting Aircraft – 4 charges or Catapult Fighter – 3 charges or Surveillance Radar – 3 charges
Captains who wish to focused on eradicating enemy destroyers should equip Surveillance Radar . All other builds should stick to Smoke Generator for maximum survivability. Catapult Fighter is still not recommended for the same reason as for the preceding tier ships - the fighters are not particularly effect in the AA role. Spotting Aircraft is also not recommended due to the difficulty in shooting at targets at long range, as it is already fairly difficult to hit targets with Edinburgh’s existing range.
Signals
Edinburgh’s anti-aircraft defenses need all the help they can get; November Echo Setteseven () earns an easy recommendation, as does India Delta () to improve her already stellar healing capability. Sierra Mike () will assist in overcoming some of her deficiencies in top speed, and November Foxtrot () will help shorten the cooldown time of her all-important suite of consumables. X-Ray Papa Unaone will increase the action time of her smoke allowing Edinburgh to produce longer curtains of smoke, giving her more space to move around as well as technically increasing the total time she could potentially spend hidden within her own smoke so long as she finds herself within the final puff of smoke as the first puffs start to dissipate.
Recommended Signal Flags | |||||
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★★★ |
★★★ |
★★★ |
★★★ |
★★ |
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Edinburgh fires torpedoes individually at an enemy Yamato class battleship.
Torpedo bombers from an enemy Shokaku commit the attack.
A Shokaku torpedo attack is partially thwarted by Edinburgh's anti-air guns.
Historical Info
Historical Gallery
Video
References
- HMS Edinburgh (16) - Wikipedia
- Town-class cruiser (1936) - Wikipedia
- Armada 2.0: Edinburgh - News - World of Warships
- Armada - Edinburgh - World of Warships Official Channel - YouTube
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 0.5.14:
- The AA mount locations were changed on the stock hull. The effectiveness of the auras were not changed.
- Update 0.5.16:
- Fixed a bug with different operating times for the base and premium Spotting Aircraft consumables.
- Update 0.6.6:
- Improved appearance of the ship using a special technology for high-quality rendering of thin elements (mainly rigging).
- Update 0.6.12:
- Detectability when firing main guns in smoke changed to 5.52 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.
- Update 0.7.10:
- The range of the Hydroacoustic Search consumable was unified - 5 km for detecting ships, 3.5 km for detecting torpedoes.
- Update 0.7.12:
- Minor fixes to geometry and textures.
- Update 0.9.2:
- Updated hull geometry.
- Update 0.9.6:
- The value of the in-game turning circle radius was changed to 730 m to correct prior discrepancy.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 6.6 km.
- Update 0.10.4:
- The dissipation time for the Smoke Generator consumable was reduced from 106 to 99 s.
- Update 0.10.6:
- Main battery reload time increased from 7.5 to 7.7 s.
- Note: This change was only made for the stock hull; The upgraded hull retained the 7.5 s reload.
- Main battery reload time increased from 7.5 to 7.7 s.
- Update 0.11.6:
- Minor fixes to the model and textures of the ship.
- Update 12.0:
- Improved the geometry and textures of the ship.