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Revision as of 05:31, 10 October 2020Latest revision as of 19:29, 1 March 2021 
Line 60:Line 60:
 Superintendent is highly recommended for the ''{{#var:ship_name}}'' as without it, she does not get a lot of uses on her smoke. Superintendent is highly recommended for the ''{{#var:ship_name}}'' as without it, she does not get a lot of uses on her smoke.
?{{Commander Skills 2+{{Commander Skills 3 CR
?| rating11 = 3 <!-- Priority Target -->+<!-- Ratings 1,2,3 are legit. Others are ignored.-->
?| rating12 = 1 <!-- Preventative Maintenance -->+| rating11 = 1 <!-- Grease the Gears -->
?| rating13 = 3 <!-- Expert Loader -->+| rating12 = <!-- Swift Fish -->
?| rating14 = 0 <!-- Air Supremacy -->+| rating13 = <!-- Consumables Specialist -->
?| rating15 = <!-- Direction Center for Fighters -->+| rating14 = 3 <!-- Gun Feeder -->
?| rating16 = 0 <!-- Improved Engine Boost -->+| rating15 = 2 <!-- Incoming Fire Alert -->
?| rating17 = 2 <!-- Incoming Fire Alert -->+| rating16 = <!-- Last Stand -->
?| rating18 = 0 <!-- Last Gasp -->+
?| rating21 = 1 <!-- High Alert -->+| rating21 = <!-- Pyrotechnician -->
?| rating22 = 2 <!-- Jack of All Trades -->+| rating22 = <!-- Fill the Tubes -->
?| rating23 = 2 <!-- Expert Marskman -->+| rating23 = <!-- Consumables Enhancements -->
?| rating24 = 1 <!-- Torpedo Acceleration -->+| rating24 = 2 <!-- Eye in the Sky -->
?| rating25 = 1 <!-- Smoke Screen Expert -->+| rating25 = 2 <!-- Priority Target -->
?| rating26 = 0 <!-- Improved Engines -->+| rating26 = <!-- Expert AA Marksman -->
?| rating27 = 3 <!-- Adrenaline Rush -->+
?| rating28 = 1 <!-- Last Stand -->+
?| rating31 = <!-- Basics of Survivability -->+| rating31 = 2 <!-- Heavy HE and SAP Shells -->
?| rating32 = 1 <!-- Survivability Expert -->+| rating32 = <!-- Enhanced Torpedo Explosive Charge -->
?| rating33 = <!-- Torpedo Armament Expertise -->+| rating33 = 3 <!-- Adrenaline Rush -->
?| rating34 = 0 <!-- Aircraft Armour -->+| rating34 = <!-- Heavy AP Shells -->
?| rating35 = <!-- Basic Firing Training -->+| rating35 = 3 <!-- Superintendent -->
?| rating36 = 3 <!-- Superintendent -->+| rating36 = 2 <!-- Survivability Expert -->
?| rating37 = 0 <!-- Demolition Expert -->+
?| rating38 = 2.5 <!-- Vigilance -->+
?| rating41 = 0 <!-- Manual Fire Control for Secondary Armament -->+| rating41 = 1 <!-- Top Grade Gunner -->
?| rating42 = <!-- Fire Prevention -->+| rating42 = <!-- Outnumbered -->
?| rating43 = 0 <!-- Inertia Fuse for HE Shells -->+| rating43 = <!-- Radio Location -->
?| rating44 = 0 <!-- Sight Stabilization -->+| rating44 = <!-- Inertial Fuse for HE Shells -->
?| rating45 = <!-- Advanced Firing Training -->+| rating45 = 3 <!-- Concealment Expert -->
?| rating46 = <!-- Manual Fire Control for AA Armament -->+| rating46 = <!-- AA Gunner -->
?| rating47 = 2 <!-- Radio Position Finding -->+
?| rating48 = 3 <!-- Concealment Expert -->+
 }} }}

Latest revision as of 19:29, 1 March 2021

Cruiser | Italy | Tier VIII
Tech Tree Position
Research price105000 exp
Purchase price9,100,000 Credits
Hit Points38,500 
Main Battery
203 mm/55 model 19343 х 3 pcs.
Rate of Fire3.75 shots/min.
Reload Time16 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time25.71 sec.
Firing Range14.68 km.
Maximum Dispersion134 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell203 mm proiettili AP 1924 mod.2 
Maximum AP Shell Damage4,800 
Initial AP Shell Velocity910 m./s.
AP Shell Weight125.3 kg.
Maximum SAP Shell Damage5,200 
Initial SAP Shell Velocity950 m./s.
Secondary Armament #1
90 mm/50 OTO 193912 х 1 pcs.
Firing Range6.6 km.
Rate of Fire15 shots/min.
Reload Timesec.
HE Shell90 mm proiettili HE 
Maximum HE Shell Damage1,300 
Initial HE Shell Velocity860 m./s.
Chance of Fire on Target Caused by HE Shel%
Torpedo Tubes
533 mm tubo lanciasiluri2 х 4 pcs.
Rate of Fire0.63 shots/min.
Reload Time95 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Si 270 M 
Maximum Damage12,667 
Torpedo Speed51 knot
Torpedo Range12 km.
AA Defense
90 mm/50 OTO 193912 х 1 pcs.
. . . Average Damage per Second114 
. . . Firing Range3.99 km.
20 mm/65 Breda 193512 х 2 pcs.
. . . Average Damage per Second40.8 
. . . Firing Range2.01 km.
37 mm/54 Breda 19326 х 2 pcs.
. . . Average Damage per Second69.6 
. . . Firing Range3.51 km.
Maximum Speed37 knot
Turning Circle Radius680 m.
Rudder Shift Time15.3 sec.
Surface Detectability Range14.44 km.
Air Detectability Range8.67 km.
Battle Levels

Amalfi — Italian Tier VIII cruiser.

The project of a fast and well-protected heavy cruiser with nine 203 mm guns, designed by the Ansaldo company shortly before Italy entered World War II.


Main Battery Guns 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
( Credits)
203 mm/55 model 19343.825.711344,800 0730,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
( Credits)
Amalfi (A)38,500161503126/12/1220 01,000,000
Amalfi (B)42,800161503126/12/1220 30,0002,000,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
( Credits)
533 mm Si 270 M0.6957.212,6665112 0620,000
Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
( Credits)
SDT 8 mod.1014.7 0550,000
SDT 8 mod.21016.1 18,0001,100,000
Engine Maximum Speed
Research price
Purchase price
( Credits)
Propulsion: 192,000 hp37 0620,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Spotting Aircraft Modification 1 Damage Control Party Modification 1
 Slot 2  Damage Control System Modification 1 Engine Room Protection
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1 Torpedo Tubes Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 1 Steering Gears Modification 1
 Slot 5  Torpedo Lookout System Concealment System Modification 1 Steering Gears Modification 2 Ship Consumables Modification 1

Player Opinion


Amalfi represents the largest shift in game play for the Italian Cruiser line. While the earlier ships in the line are certainly representative of the higher-tier game play for the line, it's only with Amalfi that a captain will be able to say with certainty that they enjoy the uniqueness of the line or not.

While the previous Zara encapsulates the design ideas of the interwar and treaty period, Amalfi is more in-line with contemporary designs of the late 1930s, with various quality-of-life improvements, such as triple-barrel turrets in an A-B-X format, that captains moving up from Zara will be certain to appreciate. Other improvements include an extended belt of 50 mm that can restrict the ability of enemy battleships to citadel Amalfi through the bow at close range, and a vastly improved top speed. While gaining an extra gun and a more useful turret layout, Amalfi does end up with a slightly slower reload than her predecessor.

Overall game play is similar to that of Zara, but captains should make note of a few important changes. Firstly, Amalfi's increased top speed and improved armor can allow captains to play in a more aggressive fashion. Reaching strategic positions and being able to retreat from a fallen flank are two aspects of her game play that captains should be able to appreciate, and are continued through to the remaining two ships in the line. Secondly, the change in match-making spread to include Tier X vessels can be both good and bad for Amalfi captains. The increase in number of "all-or-nothing" armor schemes among higher tier ships is extremely helpful when using the SAP shell type, but the inclusion of Tier X vessels introduce the potential of encountering vessels that have an almost guaranteed immunity to damage from your ship (such as Kremlin and Großer Kurfürst). Greater emphasis needs to be placed on the choice of shell type to properly deal damage to targets.

Target selection in higher tier games for Amalfi and her successors requires a thorough understanding of game mechanics. The impact of an Italian cruiser is greatest at the start of a battle, and diminishes throughout the course of a battle due to the Damage Saturation mechanic. In later stages of a match they become highly opportunistic; a saturated target will be taking significantly reduced damage, so captains must be able to recognize the signs of saturation and adjust their aim to unsaturated sections, or a different target entirely. Captains should take the opportunity in the early game to do as many large (8k+) damage salvos to as many targets as possible before saturation becomes an issue. Captains should especially take any and all chances at dealing damage to enemy destroyers; however, due to the lack of radar and hydro-acoustic consumables, actively hunting destroyers can be quite risky. A well-played Italian cruiser can make a massive difference on the early game development of a match by removing large chunks of health from enemy destroyers, if not outright sinking them.

Amalfi, as well as the following two vessels, should be played in a flexible role. The high top speeds and unique ability to disengage from a fight really comes to light with Amalfi. Captains can adopt "hit-and-run" style tactics to quickly remove moderately low-HP targets from the field where needed, and then disengage with minimal loss of health to themselves. The low-speed, high range torpedoes should be used when exiting a fight to dissuade pursuit, and not necessarily as an offensive method of damage dealing. Captains should also be aware of the large detection when firing in smoke penalty for high-tier Italian cruisers; captains should consider holding their fire when retreating to maximize the usefulness of their full-speed smoke generators.

Overall, Amalfi represents a fairly large departure from the low- and mid-tier Italian cruisers. Tactics learned through playing Amalfi will be applied to the following Brindisi and Venezia, so captains can get a feel for if they will enjoy the remainder of the line or not with her. Captains should continue to keep in mind that the Italian cruisers, especially at high-tier, play quite a bit differently than their contemporaries in other nations' tech trees, and should not be played as such. Doing so will only result in frustration at the limitations of SAP and lack of HE. Amalfi and her successors can absolutely make an impact on the outcome of a battle, and when well-played can be a far more rewarding experience than the "HE spam" of other cruisers.


  • Great and accurate guns with high potential damage.
  • Fast top speeds rivaling destroyers of the same tier.
  • Great torpedo range, only shortcomings being their speed.
  • Fantastic torpedo angles with very low detection.
  • Exhaust Smoke Generator (Generates a smoke screen that allows the ship to remain undetected at full speed.) leaves her capable of instantly disappearing. Great for retreating.
  • Capable of running Catapult Fighter (While active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.) to improve AA, or Spotting Aircraft (While active, a spotter plane circles the ship enhancing main battery firing range.) to increase range.


Optimal Configuration


The recommended upgrades for Amalfi are as follows:

Commander Skills

Superintendent is highly recommended for the Amalfi as without it, she does not get a lot of uses on her smoke.


Amalfi can equip the following consumables:


Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range.

Players who wish to spend doubloons can equip Amalfi with Type 18 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.


The Amalfi does not gain many offensive benefits from signals like many other ships. Sierra Mike (+5% to the ship's maximum speed.) will increase her already fast speeds to 38.9 knots.

Note: Use of the Juliet Charlie signal makes detonation impossible.


Historical Gallery

Ships of Italy
Destroyers  VI LeoneDoubloons • IX Paolo EmilioDoubloons 
Cruisers  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 GoriziaDoubloons • VIII Amalfi • IX Brindisi • X Venezia 
Battleships  IV Dante Alighieri • V Conte di Cavour • V Giulio CesareDoubloons • VI Andrea Doria • VII Francesco Caracciolo • VIII Vittorio Veneto • VIII RomaDoubloons • VIII AL LittorioDoubloons • IX Lepanto • IX Marco PoloDoubloons • X Cristoforo Colombo 
Aircraft Carriers
Japan  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V YahagiDoubloons • VI Aoba • VII Myōkō • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII Tone • VIII AtagoDoubloons • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX AzumaDoubloons • X Zaō • X YoshinoDoubloons • X Kitakami 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X Moskva • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X SmolenskDoubloons 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX AlaskaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto Rico • X SalemDoubloons • X Austin 
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 GoriziaDoubloons • VIII Amalfi • IX Brindisi • X Venezia 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII Weimar • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • IX Roon • IX Siegfried • IX Ägir • X Hindenburg 
Europe  I Gryf 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VII Algérie • VIII Charles Martel • VIII BayardDoubloons • IX Saint-Louis • X Henri IV • X ColbertDoubloons 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59 • VIII Belfast '43Doubloons • IX Neptune • IX Drake • X Minotaur • X Goliath • X Plymouth 
Pan-Asia  I Chengan • VI HuangheDoubloons • VIII IrianDoubloons • VIII WukongDoubloons 
Commonwealth  VI PerthDoubloons • VI MysoreDoubloons 
Pan-America  II Almirante AbreuDoubloons • VII Nueve de JulioDoubloons

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