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Armor !!

See also Ammunition types.

Anatomy of a target

Main article: Damage

Armor

Counters to armor

concentrated spreadsheet!

HE

HE shells can:

  • shatter ??
  • explode
    • penetrate and damage the ship
    • damage modules
    • start fires

HE Penetration

SAP

  • shatter ??
  • explode
    • penetrate and damage the ship

SAP Penetration

AP

Armor piercing (AP) shells rely on their kinetic energy alone to penetrate the armor. This makes the AP penetration model rather complicated, in contrast to the straightforward formula employed for high explosive (HE). The shell's kinetic energy depends on its impact velocity and mass. The impact velocity in turn not only depends on the initial (or muzzle) velocity but also on the target distance: shells lose speed in flight due to air drag (wind resistance), so AP shells have the less penetration capability the further they travel. This effect varies in strength for different calibers and different nations' shells. For example, the shells used by German heavy cruiser Yorck bleed off a lot of speed on the way, making them ineffectual above about half the maximum range. Additionally, AP penetration also depends on the angle of impact.

All of this means that armor piercing shells offer high damage potential, but are highly situational and require careful aiming and knowledge of enemy ship armor schemes to use consistently. When firing AP at a target in the game, four things can happen:

  1. The shell strikes heavily angled armor and ricochets.
  2. The shell hits un-angled armor, but still fails to penetrate and shatters.
  3. The shell over penetrates the enemy ship by striking armor that is too thin to arm the fuse and deals 10% of its listed damage.
  4. The shell hits armor thick enough to arm the fuse and penetrates, doing 33% of the listed damage, or 100% if it penetrates the citadel.

It is entirely possible to have all four happen to individual shells in one salvo. There is also the peculiarity of a single shell doing all three forms of damage (10%, 33% and 100%) simultaneously. [1]

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Notes

  1. It is not entirely clear if multiple forms of damage is intentional game design or not, and is difficult to reproduce.