Karlsruhe
150 mm/45 SK L/45 on an MPL C/14 mount8 х 1 pcs. |
Rate of Fire9.23 shots/min. |
Reload Time6.5 sec. |
Rotation Speed7 deg./sec. |
180 Degree Turn Time25.71 sec. |
Firing Range10.63 km. |
Maximum Dispersion113 m. |
HE Shell150 mm HE K Gr 18 |
Maximum HE Shell Damage1,800 |
Chance of Fire on Target Caused by HE Shell10 % |
Initial HE Shell Velocity835 m./s. |
HE Shell Weight45.3 kg. |
AP Shell150 mm P.Spr.Gr. L/3.7 |
Maximum AP Shell Damage3,700 |
Initial AP Shell Velocity835 m./s. |
AP Shell Weight45.3 kg. |
88 mm/45 Flak on an MPL C/13 mount2 х 1 pcs. |
Firing Range4.8 km. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
HE Shell88 mm Spr.Gr. |
Maximum HE Shell Damage1,000 |
Initial HE Shell Velocity890 m./s. |
Chance of Fire on Target Caused by HE Shell4 % |
500 mm Zwilling2 х 2 pcs. |
Rate of Fire1.43 shots/min. |
Reload Time42 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoG7 |
Maximum Damage10,433 |
Torpedo Speed58 knot |
Torpedo Range4.02 km. |
88 mm/45 Flak on an MPL C/13 mount2 х 1 pcs. |
. . . Average Damage per Second3.4 |
. . . Firing Range3.99 km. |
Maximum Speed27.5 knot |
Turning Circle Radius590 m. |
Rudder Shift Time9.6 sec. |
Surface Detectability Range10.3 km. |
Air Detectability Range5.11 km. |
Karlsruhe — German Tier IV cruiser.
One of the most powerful light cruisers of World War I. The ship's artillery and torpedo armament was powerful for her size. She had a decent speed and was as good as similar ships of rival navies in terms of armor.
Modules
Rate of Fire (shots/min) | Torpedo Tubes Reload Time (sec) | 180° Turn Time (sec) | Maximum Damage (HP) | Torpedo Speed (knot) | Torpedo Range (km) |
Research price (exp) |
Purchase price () | ||
---|---|---|---|---|---|---|---|---|---|
G7 (H8) | 1.1 | 53 | 7.2 | 11,200 | 57 | 6 | 0 | 30,000 |
Compatible Upgrades
Slot 1 |
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Slot 2 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
When she was released in Update 0.5.0.3, Karlsruhe was unquestionably the worst Tier IV cruiser in the game. She's had quite a number of buffs in the intervening patches, and has been beefed up enough that she is now competitive within the tier ranges she sees. She also benefits — like all Tier IV ships — from restrictive matchmaking that caps the ships they see at Tier V.
Karlsruhe is an improvement on Kolberg in nearly every way that matters. She is a touch faster than her predecessor, gains a moderately decent torpedo armament, has more health, and moves from 105mm guns to 150mm ones. However, while her guns are capable of sufficient damage, they still lack range. Even when fully researched, Karlsruhe’s main battery range is firmly behind all other Tier IV cruisers in the tech tree save Russian Svietlana. She has decent enough armor protection to fend off most lighter enemy units that she encounters when angled, but must still be wary of showing her broadside to enemy battleships (at all ranges) and cruisers (at medium and close range). Captains must also make sure not to draw attention early in a match where Karlsruhe can be punished by opposing battleships while in open water with no cover.
Her AP is quite good — a defining trait of the German cruiser line that will become more pronounced as captains continue playing these ships — and her HE is sufficient for killing enemy destroyers. Karlsruhe is best played as a cruiser and destroyer hunter. She is the first German cruiser to gain access to Hydroacoustic Search , which has a much longer range than other nations' hydro. This allows her to actively hunt destroyers who might be camping in smoke while trying to evade detection. Her rudder shift and turning radius give her excellent maneuverability in close quarters or when dodging incoming torpedo salvos, another trait that underscores her destroyer-hunting abilities.
Karlsruhe has come a long way since she was released, and the current iteration has risen above much of the well-deserved hate she drew in her original incarnation. Captains who remember the ship with disgust are encouraged to try her again... they'll be surprised at how playable she's become.Pros:
- First German cruiser with torpedoes.
- Solid armor for a Tier IV cruiser, will shrug off AP rounds from same tier & lower tier destroyers and cruisers.
- Main battery shell damage is vastly improved over Kolberg.
- If it gets close enough, a skilled captain can land repeated citadels on other same tier cruisers.
- Access to Hydroacoustic Search
Cons:
- Shorter range than most Tier IV cruisers.
- Top speed is still fairly low for a cruiser (27.5 knots).
- Torpedoes are ineffective at long range due to the small quantity of them.
- While armor can deflect armor piercing shells when angled, high explosive shells will still do sufficient damage.
Research
Availability of researchable upgrades for Karlsruhe is as follows:
- Hull: Upgrade to Hull (B) to add an additional torpedo launcher on each side, extra health, fractionally more AA, and improved rudder shift time. Research of this module unlocks progression to Konigsberg.
- Torpedoes: The H8 torpedoes hit harder and travel faster and farther, but reload 11 seconds slower; Hull (B) must be equipped before they can be installed.
- Gun Fire Control System: Upgrade to FKS Type 4 mod. 2 for an extra 10% range on the main battery.
Optimal Configuration
Upgrades
The recommended upgrades for Karlsruhe are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1
Commander Skills
Key skills for Karlsruhe commanders include Priority Target, Expert Marksman, Demolition Expert, and Concealment Expert.
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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★★★ |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Karlsruhe can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Hydroacoustic Search
Signals
Recommended Signal Flags | |||||
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Combat | |||||
★ |
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★★★ |
★★★ |
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★★★ |
★★★ |
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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 supertesters in the game starting from Update 0.5.0.1.
- Introduced into the game as a researchable ship in Update 0.5.0.3.
- Update 0.5.1:
- AP shells armor penetration was increased.
- Engine protection against high-explosive shells was increased by three times.
- Update 0.5.2:
- Main battery reload time reduced from 8.57 s to 6.5 s.
- Firing angles of the front turrets were changed from 25 degrees to 70 degrees.
- Credits and experience earnings increased by +11%.
- Update 0.5.6:
- AA defenses were slightly improved, and two torpedo launchers were added to her top hull.
- Hull (B) was replaced with a new one. The new hull has two additional broadside torpedo tube mounts (4 mounts in total for this hull) and an extra 88mm L/45 MPL C/13 AA mount.
- Average AA damage within the 3km AA engagement area radius increased by 2 points (3 -> 5 points)
- Main turret's armor was improved: 5mm was added to the lower part of the turret's shield - 1mm armament layer was removed from the back side.
- Citadel protection from damage by high-explosive shells and bombs was increased by 40%.
- Update 0.5.8:
- The hull armored model was refined.
- Update 0.6.3:
- Fixed the operation of the "Manual Fire Control for AA Armament" Skill.
- Experience earnings increased by +5%.
- Credit earnings increased by +10%.
- Update 0.6.6:
- The penetration of HE shells was increased from 1/6 of the caliber to 1/4 of the caliber.
- Update 0.6.8:
- For 88 mm secondary battery shells, the chance of setting fire was reduced from 7% to 4%, and the damage from 1100 to 1000.
- Update 0.6.11:
- Fixed a bug that caused the main guns to pass through elements of the ship when in restricted firing angles.
- Update 0.6.12:
- Detectability when firing main guns in smoke changed to 4.78 km.
- Improved appearance of the ship thanks to special technology for improved rendering of subtle elements (mainly rigging). This does not affect the performance of the game in any way.
- Update 0.6.13:
- Fire extinguishing time now 30 s instead of 60 s.
- Update 0.7.2:
- Improved ship destruction effects.
- Update 0.7.10:
- The range of the Hydroacoustic Search consumable was unified - 5.5 km for detecting ships, 3.75 km for detecting torpedoes.
- Update 0.9.2:
- HE shell armor penetration increased from 37 mm to 38 mm.
- Armor thickness was changed: the central section was reinforced from 13 mm to 16 mm.
- Update 0.9.6:
- The H8 torpedo module was removed from the game. Improved torpedoes will now be installed alongside Hull (B).
- Update 0.9.7:
- The Hydroacoustic Search consumable was added for installation on the base hull.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 4.8 km.
- Update 0.10.9:
- Ship flag was changed to Kaiserliche Marine flag for historical reasons.