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STAR Edinburgh

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Revision as of 22:49, 23 March 2023
New ship page and redirects
Revision as of 05:45, 18 May 2023
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 {{WoWs_Ship {{WoWs_Ship
 |Promo=<!-- in case of gift or promo ship write conditions to get it. (optional)--> |Promo=<!-- in case of gift or promo ship write conditions to get it. (optional)-->
?''{{#var:ship_name}}'' was first released for sale on DD MMM YYYY. +''{{#var:ship_name}}'' was first released for sale on April 7, 2023.
  
 |Anno=<!-- you can write below short description for the ship. It will replace the default one. --> |Anno=<!-- you can write below short description for the ship. It will replace the default one. -->
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 Insert the PERFORMANCE SECTION below.  Insert the PERFORMANCE SECTION below.
 See the [https://wiki.wargaming.net/en/Ship:Style_Guide Style Guide] for guidelines. --> See the [https://wiki.wargaming.net/en/Ship:Style_Guide Style Guide] for guidelines. -->
 +''{{#var:ship_name}}'' is a clone of the ''[[Edinburgh]]'' with a special permanent camouflage and standard bonus for premium ships.
 +
 +''{{#var:ship_name}}'' 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, ''{{#var:ship_name}}'' 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. ''{{#var:ship_name}}'' 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, ''{{#var:ship_name}}'' has the tools to make good that escape — should it become necessary — through her ability to equip the {{Smoke Generator}} consumable. Additionally, ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'' 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, ''{{#var:ship_name}}'' 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=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
?* +* 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=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
?* +* 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.
?* +* Short main battery range for Tier VIII cruiser.
  
 |Research= |Research=
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 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
 +There are a three key choices that dictate how ''{{#var:ship_name}}'' will play: the upgrades in Slots 1 and 3, and which consumable she chooses to go along with {{Hydroacoustic Search}}.
  
 |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable -->
  
 The recommended upgrades are: The recommended upgrades are:
?* '''Slot 1''': +*'''Slot 1''': {{Main Armaments Modification 1}}<nowiki>*</nowiki>
?* '''Slot 2''': +*'''Slot 2''': {{Damage Control System Modification 1}}
?* '''Slot 3''': +*'''Slot 3''': {{Aiming Systems Modification 1}}<nowiki>*</nowiki>
?* '''Slot 4''': +*'''Slot 4''': {{Steering Gears Modification 1}}
?* '''Slot 5''': +*'''Slot 5''': {{Concealment System Modification 1}}
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?{{Commander Skills 3 CR 
?<!-- Ratings 1,2,3 are legit. Others are ignored. Zero might be used to remind other editors that the skill has no effect on this ship. -->  
  
?| rating11 = <!-- Grease the Gears -->+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).
?| rating12 = <!-- Swift Fish -->+
?| rating13 = <!-- Consumables Specialist -->+
?| rating14 = <!-- Gun Feeder -->+
?| rating15 = <!-- Incoming Fire Alert -->+
?| rating16 = <!-- Last Stand -->+
  
?| rating21 = <!-- Demolition Expert -->+Suggested initial skill order for first time ''Edinburgh'' captains: Last Stand -> Priority Target -> Superintendent -> Concealment Expert -> Adrenaline Rush
?| rating22 = <!-- Fill the Tubes -->+
?| rating23 = <!-- Consumables Enhancements -->+
?| rating24 = <!-- Eye in the Sky -->+
?| rating25 = <!-- Priority Target -->+
?| rating26 = <!-- Focus Fire Training -->+
  
?| rating31 = <!-- Heavy HE and SAP Shells --> 
?| rating32 = <!-- Enhanced Torpedo Explosive Charge --> 
?| rating33 = <!-- Adrenaline Rush --> 
?| rating34 = <!-- Heavy AP Shells --> 
?| rating35 = <!-- Superintendent --> 
?| rating36 = <!-- Survivability Expert --> 
  
?| rating41 = <!-- Top Grade Gunner -->+<!-- CS2 Commander Skill discussion: '''Full Concealment Build:''' Level 4's Concealment Expert is the most important skill an ''{{#var:ship_name}}'' commander can possess in this style of build. Prior to that, key skills are Priority Target at Level 2 and Superintendent at Level 3.
?| rating42 = <!-- Outnumbered -->+ 
?| rating43 = <!-- Radio Location -->+'''Generalist Build:''' ''{{#var:ship_name}}'' captains that are less concerned with hunting enemy destroyers should invest points in their anti-aircraft suite. Priority Target is recommended at Level 1, as is Manual Fire Control for AA Armament or Advanced Firing Training for the extra range at Level 4 (though Concealment Expert should be the next skill taken). Level 2's Adrenaline Rush and Level 3's Superintendent remain important skills. Basic Firing Training could also be taken to further improve your anti-aircraft damage but Superintendent should have priority. -->
?| rating44 = <!-- Inertial Fuse for HE Shells -->+ 
?| rating45 = <!-- Concealment Expert -->+{{Commander Skills 3 CR
?| rating46 = <!-- AA Defense & ASW Expert -->+<!-- Ratings 1,2,3 are legit. Others are ignored.-->
 +| rating11 = 1 <!-- Grease the Gears -->
 +| rating12 = 1 <!-- Swift Fish -->
 +| rating13 = 0 <!-- Consumables Specialist -->
 +| rating14 = 0 <!-- Gun Feeder -->
 +| rating15 = 0 <!-- Incoming Fire Alert -->
 +| rating16 = 2 <!-- Last Stand -->
 + 
 +| rating21 = 0 <!-- Pyrotechnician -->
 +| rating22 = 1 <!-- Fill the Tubes -->
 +| rating23 = 2 <!-- Consumables Enhancements -->
 +| rating24 = 0 <!-- Eye in the Sky -->
 +| rating25 = 3 <!-- Priority Target -->
 +| rating26 = 2 <!-- Expert AA Marksman -->
 + 
 +| rating31 = 0 <!-- Heavy HE and SAP Shells -->
 +| rating32 = 2 <!-- Enhanced Torpedo Explosive Charge -->
 +| rating33 = 3 <!-- Adrenaline Rush -->
 +| rating34 = 0 <!-- Heavy AP Shells -->
 +| rating35 = 3 <!-- Superintendent -->
 +| rating36 = 2 <!-- Survivability Expert -->
 + 
 +| rating41 = 0 <!-- Top Grade Gunner -->
 +| rating42 = 0 <!-- Outnumbered -->
 +| rating43 = 1 <!-- Radio Location -->
 +| rating44 = 0 <!-- Inertial Fuse for HE Shells -->
 +| rating45 = 3 <!-- Concealment Expert -->
 +| rating46 = 2 <!-- AA Gunner -->
 }} }}
  
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 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?''{{#var:ship_name}}'' equips the following consumables:+''{{#var:ship_name}}'' can equip the following consumables:
 +* '''Slot 1:''' {{Damage Control Party}}
 +* '''Slot 2:''' {{Specialized Repair Teams}} &ndash; 3 charges
 +* '''Slot 3:''' {{{Hydroacoustic Search}} &ndash; 3 charges
 +* '''Slot 4:''' {{Smoke Generator}} &ndash; 3 charges '''or''' {{Spotting Aircraft}} &ndash; 4 charges '''or''' {{Catapult Fighter}} &ndash; 3 charges '''or''' {{Surveillance Radar}} &ndash; 3 charges
  
?* '''Slot 1:''' {{Damage Control Party}}+<!-- from CS2 that may be of interest in future iterations: Captains who have opted for the '''Full Concealment Build''' and are focused on eradicating enemy destroyers should equip {{Surveillance Radar}}. -->
?* '''Slot 2:''' {{Specialized Repair Teams}} &ndash; 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 ''{{#var:ship_name}}''’s existing range.
?* '''Slot 3:''' {{Hydroacoustic Search}} &ndash; 3 charges+
?* '''Slot 4:''' {{Smoke Generator}} &ndash; 3 charges '''or''' {{Surveillance Radar}} &ndash; 3 charges+
  
 |Camouflage={{Prem Ship Camo Insert|shiptier=8}} |Camouflage={{Prem Ship Camo Insert|shiptier=8}}
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
 +
 +|Signals=<!-- write text about best set of signals below -->
 +''{{#var:ship_name}}''’s anti-aircraft defenses need all the help they can get; November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) earns an easy recommendation, as does India Delta ({{India Delta|Size=18px}}) to improve her already stellar healing capability. Sierra Mike ({{Sierra Mike|Size=18px}}) will assist in overcoming some of her deficiencies in top speed, and November Foxtrot ({{November Foxtrot|Size=18px}}) 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.
  
 {{Signal Flags {{Signal Flags
?<!-- The usual 1,2,3 rating; others ignored. Zero may be useful to other editors to remind that the signal has no effect on the ship. -->+| November Echo Setteseven = 2
?| Juliet Charlie = <!-- No Detonate -->+| Mike Yankee Soxisix =
?| India Yankee = <!-- -20% Fire duration -->+| India X-Ray =
?| Hotel Yankee = <!-- ram someone -->+| Juliet Whiskey Unaone = 1
?| Juliet Yankee Bissotwo = <!-- -20% flood duration -->+| Victor Lima =
?| Victor Lima = <!-- +1/0.5% (160mm) fire, +4% flood -->+| Hotel Yankee =
?| India X-Ray = <!-- +1/0.5% (160mm) fire, +5% you detonate -->+
  
?| Juliet Whiskey Unaone = <!-- +15% flood, +5% you detonate -->+| November Foxtrot = 3
?| Mike Yankee Soxisix = <!-- Secondaries: +5% range, -5% reload, -5% dispersion-->+| Sierra Mike = 3
?| November Echo Setteseven= <!-- +5% AA damage -->+| India Delta = 3
?| Sierra Mike = <!-- +5% speed -->+| Juliet Yankee Bissotwo =
?| November Foxtrot = <!-- -5% Consumables reload -->+| India Yankee =
?| India Delta = <!-- +20% HP from Repair Party -->+| Juliet Charlie = 1
 + 
 +| X-Ray Papa Unaone = 3
 +| Sierra Bravo = 2
 + 
 +}}
  
?| X-Ray Papa Unaone = <!-- +15% Smoke Gen action time --> 
?| Sierra Bravo = <!-- +10% Hydro action time; -10% DFAA reload time --> 
?}} 
  
 |Gallery=<!-- write below list of files with description (if necessary) separated with | --><gallery> |Gallery=<!-- write below list of files with description (if necessary) separated with | --><gallery>

Revision as of 05:45, 18 May 2023

STAR Edinburgh
STAR_Edinburgh_wows_main.jpg
Cruiser | U.K. | Tier VIII
Tech Tree Position
STAR_Edinburgh_icon_small.png
General
Purchase priceSpecial Doubloons
Hit Points36,400 
Main Battery
152 mm/50 BL Mk.XXIII on a Mk.XXIII mount4 х 3 pcs.
Rate of Fireshots/min.
Reload Time7.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time25.71 sec.
Firing Range15.42 km.
Maximum Dispersion139 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP 6crh Mk IV 
Maximum AP Shell Damage3,100 
Initial AP Shell Velocity841 m./s.
AP Shell Weight50.8 kg.
Secondary Armament #1
102 mm/45 QF Mk.XVI on a Mk.XIX mount6 х 2 pcs.
Firing Range6.6 km.
Rate of Fire20 shots/min.
Reload Timesec.
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 Shell%
Torpedo Tubes
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 Damage15,533 
Torpedo Speed62 knot
Torpedo Range9.99 km.
AA Defense
102 mm/45 QF Mk.XVI on a Mk.XIX mount6 х 2 pcs.
. . . Average Damage per Second90 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk.II on a Mk.V mount14 х 2 pcs.
. . . Average Damage per Second85.4 
. . . Firing Range2.01 km.
40 mm/56 OQF Mk.IX on a Mk.VI mount3 х 6 pcs.
. . . Average Damage per Second60.6 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed32.5 knot
Turning Circle Radius730 m.
Rudder Shift Time9.6 sec.
Concealment
Surface Detectability Range11.36 km.
Air Detectability Range7.16 km.
Battle Levels
12345678910
Wows_anno_flag_uk.png
VIII
Ship_PBSC888_Edinburgh_PR.png
Special

STAR Edinburgh — British special premium Tier VIII cruiser.

A ship captured by a space crystal. To communicate with people, the celestial body uses Triangulum, its humanoid incarnation. Over time, the crystal's behavior becomes more unpredictable, and its avatar grows aware of its individuality and tries to break its connection with it.

STAR Edinburgh was first released for sale on April 7, 2023.

Modules

Main Battery Guns Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
152 mm/50 BL Mk.XXIII on a Mk.XXIII mount825.71393,100 00
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
STAR Edinburgh36,40061144614/3/62 00
Torpedoes 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
(Credits)
533 mm Mk IX**0.8727.215,5336210 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk VIII mod. 10 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 80,000 hp32.5 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Spotting Aircraft Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Hydroacoustic Search Modification 1
Surveillance Radar Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1

Player Opinion

Performance

Warning: The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

STAR Edinburgh is a clone of the Edinburgh with a special permanent camouflage and standard bonus for premium ships.

STAR 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, STAR 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. STAR 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, STAR Edinburgh has the tools to make good that escape — should it become necessary — through her ability to equip the Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. consumable. Additionally, STAR Edinburgh is the first ship in the line given access to Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.. Though she must give up her access to Smoke Generator in order to have Surveillance Radar available, the combination of radar and Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. make her an incredibly potent destroyer hunter. Any destroyers that find themselves within 9.0 km of a radar-equipped STAR 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, STAR 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:


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.
  • Short main battery range for Tier VIII cruiser.

Research

As a premium ship, STAR Edinburgh has no module upgrades to research.

Optimal Configuration

There are a three key choices that dictate how STAR Edinburgh will play: the upgrades in Slots 1 and 3, and which consumable she chooses to go along with Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain..

Upgrades

The recommended upgrades are:

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

STAR Edinburgh can equip the following consumables:

Captains who wish to focused on eradicating enemy destroyers should equip Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.. All other builds should stick to Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. for maximum survivability. Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. 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 AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. 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 STAR Edinburgh’s existing range.

Camouflage

As a premium ship, STAR Edinburgh comes with Default permanent camouflage and a set of permanent combat bonuses.

Signals

STAR Edinburgh’s anti-aircraft defenses need all the help they can get; 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.) earns an easy recommendation, as does India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) to improve her already stellar healing capability. Sierra Mike (+5% to the ship's maximum speed.) will assist in overcoming some of her deficiencies in top speed, and November Foxtrot (-5% reload time on all consumables.) 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.


Gallery

Historical Info

Historical Gallery

References


Ship Change Log

See here for links to Update notes.


Ships of U.K.
Destroyers  II Medea • III Valkyrie • III CampbeltownDoubloons • IV Wakeful • V Acasta • VI Icarus • VI GallantDoubloons • VII Jervis • VII Jupiter '42Doubloons • VIII Lightning • VIII CossackDoubloons • VIII Cossack BDoubloons • VIII EskimoDoubloons • IX Jutland • IX SommeDoubloons • IX Barfleur • X Daring • X DruidDoubloons 
Cruisers  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VI Orion '44Doubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X MonmouthDoubloons • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X DefenceDoubloons •  Edgar 
Battleships  III Bellerophon • III Indefatigable • III DreadnoughtDoubloons • IV Orion • IV Queen Mary • V Iron Duke • V Tiger • V AgincourtDoubloons • VI WarspiteDoubloons • VI Queen Elizabeth • VI Renown • VI RepulseDoubloons • VI Repulse BDoubloons • VII King George V • VII Rooke • VII HoodDoubloons • VII NelsonDoubloons • VII Duke of YorkDoubloons • VII CollingwoodDoubloons • VII Renown '44Doubloons • VII RodneyDoubloons • VII Royal Sovereign • VIII Monarch • VIII Hawke • VIII VanguardDoubloons • IX Lion • IX Duncan • IX MarlboroughDoubloons • IX Scarlet ThunderDoubloons • X Conqueror • X St. Vincent • X ThundererDoubloons • X IncomparableDoubloons • X Cumberland • X [[Ship:[Conqueror]|[Conqueror]]] •  Devastation 
Aircraft Carriers  IV Hermes • VI Furious • VI Ark RoyalDoubloons • VIII Implacable • VIII IndomitableDoubloons • VIII ColossusDoubloons • VIII TheseusDoubloons • X Audacious • X MaltaDoubloons • X [[Ship:[Audacious]|[Audacious]]] •  Eagle
Cruisers
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Jaarsveld • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • VIII VrijheidDoubloons • VIII Admiraal • VIII Statenland • IX Menno van Coehoorn • IX Johan de Witt • IX Van SpeijkDoubloons • X Utrecht • X Gouden Leeuw • X Prins van OranjeDoubloons • X Prins van Oranje Golden • X Noord-Brabant • X Vrijheid 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI [[Ship:Cleveland (< 31.05.2018)|Cleveland (< 31.05.2018)]] • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII [[Ship:Pensacola (< 31.05.2018)|Pensacola (< 31.05.2018)]] • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII [[Ship:New Orleans (< 31.05.2018)|New Orleans (< 31.05.2018)]] • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • VIII Protector • IX [[Ship:Baltimore (< 31.05.2018)|Baltimore (< 31.05.2018)]] • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • IX CambridgeDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Jacksonville •  Annapolis 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VII GambiaDoubloons • VII River Gambra • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons • X Brisbane BDoubloons 
Europe  I Gryf • VI ElliDoubloons • X SveaDoubloons 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VII München BDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII WiesbadenDoubloons • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX BlücherDoubloons • IX Roon CLRDoubloons • IX AL ÄgirDoubloons • X Hindenburg • X HildebrandDoubloons • X AL Hindenburg • X [[Ship:[Hindenburg]|[Hindenburg]]] •  Clausewitz 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • III AL AvroraDoubloons • IV Svietlana • V MurmanskDoubloons • V [[Ship:Kirov (< 10.06.2020)|Kirov (< 10.06.2020)]] • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VII Lazo BDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Bagration • VIII Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • IX Vyazma • IX Kozma MininDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk BDoubloons • X SmolenskDoubloons • X SevastopolDoubloons • X KomissarDoubloons • X [[Ship:[Moskva]|[Moskva]]] • X Vladimir Monomakh • X Petrozavodsk •  Novosibirsk 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VII AL GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • IX Ferrante GonzagaDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons • X Varese • X Ravenna •  Piemonte 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín 
Japan  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • VIII Tone 2 • VIII Tone 3 • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma IIDoubloons • IX Chikuma II GoldenDoubloons • IX SuzuyaDoubloons • IX Suzuya GoldenDoubloons • IX BA TakahashiDoubloons • IX Azuma BDoubloons • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X KitakamiDoubloons • X YariDoubloons • X Zaō CLR • X [[Ship:[Zaō]|[Zaō]]] 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VI Orion '44Doubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X MonmouthDoubloons • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X DefenceDoubloons •  Edgar 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VI DupleixDoubloons • VI MontcalmDoubloons • VI [[Ship:[La Galissonnière]|[La Galissonnière]]]Doubloons • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • VIII Metz • IX Saint-Louis • IX Brest • IX CarnotDoubloons • IX Le Havre • X Henri IV • X Marseille • X ColbertDoubloons • X BrennusDoubloons • X Amiral Lartigue •  Condé 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan • X IncheonDoubloons 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • IX Almirante OquendoDoubloons • X Castilla