Emerald
152 mm/50 BL Mk.XII on a CPXIV mount7 х 1 pcs. |
Rate of Fire8 shots/min. |
Reload Time7.5 sec. |
Rotation Speed10 deg./sec. |
180 Degree Turn Time18 sec. |
Firing Range12.38 km. |
Maximum Dispersion126 m. |
Chance of Fire on Target Caused by HE Shell0 % |
AP Shell152 mm AP 4crh SC |
Maximum AP Shell Damage3,000 |
Initial AP Shell Velocity936 m./s. |
AP Shell Weight45.36 kg. |
102 mm/45 QF Mk.V on an HA Mk.III mount3 х 1 pcs. |
Firing Range4.3 km. |
Rate of Fire15 shots/min. |
Reload Time4 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 IV4 х 3 pcs. |
Rate of Fire0.85 shots/min. |
Reload Time71 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
Torpedo533 mm Mk V |
Maximum Damage11,967 |
Torpedo Speed59 knot |
Torpedo Range6 km. |
102 mm/45 QF Mk.V on an HA Mk.III mount3 х 1 pcs. |
. . . Average Damage per Second8.4 |
. . . Firing Range3.51 km. |
12.7 mm Mk.III6 х 4 pcs. |
. . . Average Damage per Second12.6 |
. . . Firing Range1.2 km. |
40 mm/39 Vickers QF Mk.II on a single mount2 х 1 pcs. |
. . . Average Damage per Second11.2 |
. . . Firing Range2.01 km. |
Maximum Speed33 knot |
Turning Circle Radius730 m. |
Rudder Shift Time10.9 sec. |
Surface Detectability Range9.87 km. |
Air Detectability Range5.4 km. |
Emerald — British Tier V cruiser.
The most advanced British light cruiser among those designed during World War I. The ship's powerful propulsion allowed for high speeds. Her larger displacement helped strengthen the cruiser's artillery and torpedo armament as well as equip her with aircraft-handling gear.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Player Opinion
Performance
Warning. The data presented in the AA Defense sidebar section may be incorrect.
For a graphic summary of ships Tiers VIII thru XI see LittleWhiteMouse's "Actual AA DPS".
Emerald is the final evolution of the Royal Navy's cruiser designs based around single, centerline mounted 152mm guns. Though she has seven total turrets, only six can be brought to bear on a single target at once; the turrets just aft of the bridge are mounted on either side of her funnels and can only fire on one side of the ship.
Unfortunately, this represents a bit of a step back for the line, putting Emerald in much the same situation that Caledon was in at Tier III: she's badly outgunned by most opponents she will face. Every other Tier V cruiser save Furutaka can get more barrels on target than Emerald can, and Furutaka’s guns are significantly larger due to the Japanese cruiser line transitioning to heavy cruiser designs. The situation gets even more unpalatable when Emerald finds herself up-tiered into Tier VII games (at least Caledon can only see opponents one tier higher). As icing on the cake, the citadel is easily penetrated and positively huge: an Emerald captain should never forget that exposing the ship's sides to any enemy ship larger than a destroyer is almost invariably fatal.
Like Caledon and Danae, captains looking to get the most out of their Emerald will have to play incredibly smart and make maximum use of her torpedoes and consumables to see that she survives deep into games. Her stock torpedoes are equivalent to the upgraded ones on Danae, with the torpedo module upgrade boosting their damage, while upgrading the 6.0 km range to 7.0 km. Emerald is more sluggish on her rudder and has a larger turning circle than Danae, so new captains should take some time to get to know her before putting her in situations that require precise maneuvering.
Emerald is an average ship in a tough spot with unfavorable matchmaking tiers. Getting through — and past — her while working up the branch can be frustrating, but Leander makes the pain worthwhile.Pros:
- Has the lowest detection range of any Tier V cruiser.
- Gains access to the Smoke Generator
consumable, while retaining access to the Repair Party
consumable.
- Has a large number of torpedoes with six per side, eight with the upgraded hull.
- The firing arcs for her torpedoes are large which allows her to use them while presenting a sharp angle.
Cons:
- Often has difficulty damaging battleships due to a lack of high explosive shells.
- Limited firing arcs on some of her main battery guns especially against targets aft of the ship.
- The citadel is quite large and sits high above the water making it easy to hit.
- Unlike her predecessors, has -2/+2 matchmaking and will frequently be matched up against Tier VII ships.
- Suffers immensely from being up-tiered due to short range torpedoes and frequently ineffective guns.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Emerald are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection
- Slot 3: Aiming Systems Modification 1
Commander Skills
While a short main battery range has its downside, it also makes for a smaller maximum detection range. A possible destroyer hunter build would leave the range un-buffed and go for Radio Location and Concealment Expert with the purpose revealing yourself to as few enemies as possible when opening up on your prey.
Consumables
Emerald can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Repair Party
– 3 charges
- Slot 3: Hydroacoustic Search
– 3 charges
- Slot 4: Smoke Generator
– 3 charges or Spotting Aircraft
– 4 charges or Catapult Fighter
– 3 charges
As a Royal Navy light cruiser, Emerald can be deadly to enemy destroyers, but also rather frail against them. This makes it advisable to equip Smoke Generator . Catapult Fighter
is not recommended due to the little protection it provides and Spotting Aircraft
is not recommended due to potential difficulty in reaching out to your targets. However, some players may find Spotting Aircraft
more useful than Smoke Generator
due to the rather abysmal range of the main battery. But Smoke Generator
can work very well in conjunction with Hydroacoustic Search
, as smoke clouds are infamous torpedo magnets.
Signals
India Delta () and November Foxtrot (
) are highly recommended to optimize the ship’s Repair Party
consumable.
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Armor piercing shells from the Emerald impact the superstructure of an ARP Hieiclass battleship.
Historical Info
Historical Gallery
References
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 0.5.16:
- Fixed a bug with different operating times for the base and premium Spotting Aircraft consumables.
- Update 0.6.3:
- Experience earnings increased by 5%.
- Update 0.6.6:
- The thickness of the hull plating was changed from 10 to 13 mm.
- Update 0.6.12:
- Detectability when firing main guns in smoke changed to 5.4 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.
- Improved display of thin elements.
- Update 0.6.15:
- Added a bonus to the Lá Fhéile Pádraig 2017 permanent camouflage - a 10% discount to the post-battle service cost.
- Update 0.7.7:
- The range of the MK VII torpedo was increased from 6 to 7 km.
- detectability from ships decreased from 11.52 to 10.18 km.
- Detectability after firing main guns in smoke decreased from 5.4 to 4.56 km.
- Update 0.7.10:
- The range of the Hydroacoustic Search consumable was unified - 4 km for detecting ships, 3 km for detecting torpedoes.
- Update 0.8.0.1:
- The characteristics of the base consumable "Fighter" for the cruiser Emerald were brought to the same value as the improved version of the consumable.
- Update 0.8.5:
- Credits earnings increased by +5%.
- Update 0.8.6:
- Citadel deck armor increased from 25 to 40 mm.
- Update 0.9.6:
- The value of the in-game turning circle radius was changed to 730 m to correct prior discrepancy.
- Update 0.10.10:
- Secondary battery maximum firing range reduced from 4.5 to 4.3 km.