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Cruiser | U.K. | Tier IX
Tech Tree Position
Research price173000 exp
Purchase price13,600,000 Credits
Hit Points39,900 
Main Battery
152 mm/50 Mk XXV4 х 3 pcs.
Rate of Fire12 shots/min.
Reload Timesec.
Rotation Speed10 deg./sec.
180 Degree Turn Time18 sec.
Firing Range15.04 km.
Maximum Dispersion147 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP Mk V 
Maximum AP Shell Damage3,200 
Initial AP Shell Velocity768 m./s.
AP Shell Weight58.85 kg.
Secondary Armament #1
114 mm/45 RP 41 Mk VI6 х 2 pcs.
Firing Rangekm.
Rate of Fire20 shots/min.
Reload Timesec.
HE Shell114 mm HE Mk XVI 
Maximum HE Shell Damage1,600 
Initial HE Shell Velocity746 m./s.
Chance of Fire on Target Caused by HE Shel%
Torpedo Tubes
533 mm QR Mk II4 х 4 pcs.
Rate of Fire0.63 shots/min.
Reload Time96 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IX** 
Maximum Damage15,533 
Torpedo Speed62 knot
Torpedo Range9.99 km.
AA Defense
114 mm/45 RP 41 Mk VI6 х 2 pcs.
. . . Average Damage per Second106.8 
. . . Firing Range5.01 km.
152 mm/50 Mk XXV4 х 3 pcs.
. . . Average Damage per Second86.4 
. . . Firing Rangekm.
20 mm Oerlikon Mk IV14 х 1 pcs.
. . . Average Damage per Second50.4 
. . . Firing Range2.01 km.
40 mm Bofors Mk V10 х 2 pcs.
. . . Average Damage per Second123 
. . . Firing Range3.51 km.
Maximum Speed33.5 knot
Turning Circle Radius710 m.
Rudder Shift Time15.1 sec.
Surface Detectability Range13.14 km.
Air Detectability Range8.52 km.
Battle Levels

Neptune — British Tier IX cruiser.

A light cruiser design created on the basis of experience obtained during World War II. In comparison to previous classes of Royal Navy ships, she had greater dimensions, dual-purpose main guns, and reinforced anti-aircraft and torpedo armament.


Main Battery Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
152 mm/50 Mk XXV12181473,200 01,000,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Neptune (A)39,900131024610/14/4/640 01,300,000
Neptune (B)44,900131024610/14/4/640 42,0003,000,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
533 mm Mk IX**0.6967.215,5336210 01,200,000
533 mm Mk IXM0.6967.216,7666210 20,0001,800,000
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
Mk IX mod. 1015 0900,000
Mk IX mod. 21016.5 22,0002,000,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 110,000 hp33.5 0800,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3
 Slot 6  AA Guns Modification 2 Main Battery Modification 3 Torpedo Tubes Modification 3 Gun Fire Control System Modification 2 Secondary Battery Modification 2

Player Opinion


Neptune represents the pinnacle of evolution for the Royal Navy's twelve-gun cruisers and is the last ship in the British cruiser line to sport the triple-barreled, quadruple turret configuration that captains of Fiji and Edinburgh are well-acquainted with by this point.

The main improvement from Edinburgh to Neptune is a vast increase in firepower. She upgrades from the Mk XXIII 152mm rifle of her immediate predecessors to the Mk XXV, which — with a base reload time of just 5.0 seconds — represents full 50% boost in her rate-of-fire (70% with the appropriate upgrade). The traverse rate sees a noticeable improvement. The range is improved as well, though the shells still lose velocity quickly, making it a challenge to hit anything smaller than a battleship at long range.

Other aspects of Neptune’s firepower are greatly improved as well. She carries two quadruple-tube torpedo launchers per side, allowing her to devastate unwary ships that attempt to pursue her, sit in smoke, or come around islands. Finally, Neptune’s anti-aircraft suite is one of the most punishing in the game — especially with a commander who has the Level 4 skill Manual Fire Control for AA Armament — as her new Mk XXV main battery guns also function as dual-purpose guns and provide a significant contribution to her AA.

She retains both Edinburgh’s greatly improved Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) and access to Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.), but her detection range is notably higher; indeed, Neptune has the highest detection radius of all British cruisers. While this impairs her ability to close with and actively hunt enemy destroyers, it isn't a serious handicap as long as her commander has the Concealment Expert skill.

On the downside, she has slightly less armor protection than Edinburgh, but — more worryingly — a much higher citadel. A Neptune exposed with her broadside to enemy cruisers with armor-piercing rounds loaded — or battleships at any angle — can expect to take heavy damage if not wiped off the map in short order. To make matters worse, she is larger and responds more sluggishly than Edinburgh, making it more difficult to dodge enemy fire. Combined, these make it much harder to give up Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) for Surveillance Radar.

Neptune is capable of performing well as long as her captain keeps her guns pumping rounds at enemy cruisers and destroyers and keeps her highly vulnerable citadel hidden away from enemy battleships and heavy cruisers.


  • Outstanding main battery armament: her twelve 152mm rifles have an excellent rate of fire and turret traverse time, as well as contributing to her anti-aircraft defenses.
  • Lots of long range torpedoes (10.0 km) with better reload times than most other torpedo-armed cruisers at her tier.
  • First-rate anti-aircraft suite; wrecks planes if her commander has the Manual Fire Control for AA Armament skill.
  • Has access to an enhanced version of Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) that allows her to regenerate large amounts health.
  • Can equip either Smoke Generator or Surveillance Radar.


  • Large detection radius. Even though Concealment Expert and Concealment System Modification 1 (-10% to detectability radius. / +5% to the maximum dispersion of enemy shells that fire on your ship.) are virtually required to play Neptune to her fullest, she still has large concealment.
  • Very weak armor; she can bounce 228mm rounds at certain angles, but will be easily penetrated by shells of a larger caliber.
  • Huge citadel that rides quite high above the waterline; can be a shock to new players.
  • Very high shell arcs, making it difficult to hit targets at long ranges.
  • Somewhat sluggish due to her large size and 710m turning circle.


As with Edinburgh her stock range is sufficient. Research Hull (B) first, followed by the Fire Control System upgrade. The Torpedo upgrade is very marginal, and can either be skipped or picked up after unlocking Minotaur.

Optimal Configuration

Unlike Edinburgh, Neptune can't get her detection radius low enough to match her Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) range. She's still best when fully rigged for stealth; the question becomes how many points her captain is willing to sink into her anti-aircraft suite.


The recommended upgrades for Neptune are as follows:

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 (+100% to secondary battery survivability. / +100% to AA mounts survivability.).

Upgrade Slot 3 offers choices for specialization in different roles. Aiming Systems Modification 1 should be equipped for ship-to-ship combat. AA Guns Modification 1 (+2 to number of explosions produced by salvos from medium- and long-range AA defenses.) should be mounted when specializing for AA duties.

Upgrade Slot 6 provides choices for increased effectiveness of desired specializations. Main Battery Modification 3 reduces main battery reload time, which benefits Neptune in engagements with enemy ships. With the appropriate commander skills and upgrades, AA Guns Modification 2 (+15% continuous damage from all AA mounts. / +15% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) is an easy choice for additional specialization in AA duties, making carrier players rethink their decision to send their planes into the airspace above Neptune.

Commander Skills

Anti-Aircraft Build: Priority Target at Level 1, Expert Marksman at Level 2, Superintendent at Level 3, and Manual Fire Control for AA Armament at Level 4. Concealment Expert should be taken ASAP (either with the 10th point or the 14th). After that, invest points in Basic Firing Training, Adrenaline Rush, Smoke Screen Expert, Jack of All Trades, or Radio Position Finding.

Generalist Build: Priority Target at Level 1, Expert Marksman at Level 2, Superintendent at Level 3, and Concealment Expert at Level 4. Other strong skills worth considering after that include: Adrenaline Rush, Smoke Screen Expert, Radio Position Finding, or Jack of All Trades.


Neptune can equip the following consumables:

Regardless of how her upgrades and commander skills are organized, Neptune lives and dies by intelligent usage of her available consumables. Premium versions are recommended of ALL consumables, but priority should be given to Repair Party II (While active, restores a fixed percentage of a ship's hit points each second.), Hydroacoustic Search II (Detects all enemy ships and torpedoes within the specified radius, disregarding obstacles such as smoke and terrain.), and Smoke Generator II (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) which directly impact her survivability.


Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Neptune with Type 19 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.


Captains who opted for the Anti-Aircraft Build recommended above are encouraged to equip a November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) signal in order to maximize Neptune’s AA output. Regardless of configuration, India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) and November Foxtrot (-5% reload time on all consumables.) signals are also recommended for use.


Historical Info

Historical Gallery


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