Chester
Revision as of 18:38, 16 March 2018 | Revision as of 18:39, 16 March 2018 | |||
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Participating in the Fleet Review of 1909, USS Chester carried a Congressional Committee to North Africa in the same year. In December 1911 she was decommissioned and put into reserve. While being in reserve, she was sent to assist the RMS Carpathia, which herself carried the survivors of the RMS Titanic which sank on her voyage in the North Atlantic. | Participating in the Fleet Review of 1909, USS Chester carried a Congressional Committee to North Africa in the same year. In December 1911 she was decommissioned and put into reserve. While being in reserve, she was sent to assist the RMS Carpathia, which herself carried the survivors of the RMS Titanic which sank on her voyage in the North Atlantic. | |||
? | Being | + | Being recommissioned into service in November 1913, she assisted the occupation of Veracruz on April 21st 1914 by providing fire support for the landing troops. In December of the same year she was decommissioned once again for refit and reserve duties, though this time her time off duty only lasted until April 1915. | |
? | With World War 1 raging for quite some time already, USS Chester was first patrolling the East Coast, and later in the war sent to escort convoys in the Atlantic. During such a convoy duty she met a | + | With World War 1 raging for quite some time already, USS Chester was first patrolling the East Coast, and later in the war sent to escort convoys in the Atlantic. During such a convoy duty she met a UBoat on September 5th 1918, which she first attempted to ram and then threw depth charges. The submarine managed to dive away. | |
After the war USS Chester spent another three years before being decommissioned for a last time on June 10th 1921. | After the war USS Chester spent another three years before being decommissioned for a last time on June 10th 1921. |
Revision as of 18:39, 16 March 2018
127 mm/50 Mk.6 on a single mount4 х 1 pcs. |
Rate of Fire7.5 shots/min. |
Reload Time8 sec. |
Rotation Speed15 deg./sec. |
180 Degree Turn Time12 sec. |
Firing Range9.24 km. |
Maximum Dispersion96 m. |
HE Shell127 mm HE Mk15 |
Maximum HE Shell Damage1,800 |
Chance of Fire on Target Caused by HE Shell4 % |
Initial HE Shell Velocity914 m./s. |
HE Shell Weight22.7 kg. |
AP Shell127 mm AP |
Maximum AP Shell Damage2,100 |
Initial AP Shell Velocity914 m./s. |
AP Shell Weight22.7 kg. |
76.2 mm/50 Mk.5 on a single mount4 х 1 pcs. |
Firing Range3.2 km. |
Rate of Fire12 shots/min. |
Reload Time5 sec. |
HE Shell76 mm HE |
Maximum HE Shell Damage1,100 |
Initial HE Shell Velocity823 m./s. |
Chance of Fire on Target Caused by HE Shell4 % |
Maximum Speed24 knot |
Turning Circle Radius460 m. |
Rudder Shift Time5.1 sec. |
Surface Detectability Range8.21 km. |
Air Detectability Range3.98 km. |
Chester — American Tier II cruiser.
At the beginning of the 20th century, three "scout cruisers" with a high freeboard were built. These ships had a high speed for their time, were equipped with modern propulsion plants, and had an armor belt, but their armament was considered rather weak. Before the Omaha-class cruisers were built, these three ships had remained the most modern cruisers in the U.S. Navy. USS Chester took part in the occupation of Veracruz and, following the United States' entry into World War I, served as an escort for convoys and transported troops.
Modules
Compatible Upgrades
Slot 1 |
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Player Opinion
Performance
At first, the Chester may seem like a downgrade from the Erie, as your gun range goes down by over a kilometer, your turning speed decrases, and your detection range goes up. You actually have less cannons at hand than in the Erie, since despite having 4 cannons, only 3 can be brought to bear upon an enemy at most. The first few battles will be a pain as you get used to the agility of the ship, and its gun range won't help (Which, as stock, is actually less than your detection range, meaning by the time you can shoot at an opponent, you've already been spotted). You may be pleased by your speed and agility though (slightly hampered by your large size), which is surprisingly good for being so big. The upgraded fire control system is a welcome relief, bringing your gun range to nearly a kilometer above your detection range, which could come in handy if you run into a scary, lumbering tier III ship (Not naming any South Carolina class ships here), where you can use your better agility to scram before coming under serious fire. The hull upgrade will increase your firepower by more than 30%, as you get an additional cannon on each side of the ship. The gun upgrade gives a wonderful boost to your damage output, as your HE shells do a potential 300 more damage, while your AP shells soar a whopping 900 damage up (Remember though that AP can be harder to use, so if you're still getting used to leading targets and knowing when or where to shoot, use HE. Plus you can sometimes light them on fire, which is a rather satisfying event).
If you're top tier, you can afford to be more aggressive. Don't be afraid to show tier I ships who's top of the food chain, though keep in mind that other tier II ships pose larger threats, as tier I damage to you is almost negligible. And always, always, always stay on alert for destroyers. Your large, shiny metallic flank is usually too much for destroyers to resist, and they will always be only too glad to send a torpedo or two (or three) into your side, and subsequently, sending you to the ocean bottom. These, especially the IJN Destroyer, Umikaze, have alarmingly low detection ranges. If you see one suddenly appear, and yet it's turning away from you, it's time to start turning in case of torpedoes. Your agility will help you dodge torpedoes now, but once you move on the the tier III USN cruiser, St. Louis, if you start avoiding torpedoes only when they appear, you've already been hit by them.
If you're bottom of the stack, in a tier III match, be much more cautious. You don't have the guns to punch a hole through anything but destroyers (which are already a pain anyways), and don't be surprised when battleships start running you over with a hailstorm of fire (And they actually could physically run you over if they wanted too). Remember that you are a big target, and that you will melt if you find yourself under concentrated fire. In these cases, never stop moving. You're faster than tier III battleships and the USN St. Louis (Destroyers don't have the guns to pose any threat, just watch for torpedoes. Note that the tier III IJN cruiser, Tenryu, is actually faster than you, and probably has bigger guns. Watch for it.), and if you stop moving, think about what the bottom of the ocean must be like, because you'll be there really soon. You're best off in situations where you won't come under heavy fire, such as supporting the big ships (Usually, the big ships will be the target, as you're not a very large threat), though make sure you're not going to become a major target, as you may have to get uncomfortably close to the other ships (Even with upgraded fire control systems, your range is a meager 9.3 km. Most other ships have ranges of about 10, maybe more.).
Pros:
- When full upgraded the Chester turns into an almost Proto St Louis.
- 24.4 knots speed with a quick rudder shift makes the Chester manoeuvre fast for its size.
- Works well in groups.
Cons:
- Large size makes the Chester a Torpedo magnet.
- Short gun range compared to the IJN Tier 2 Cruiser.
- Does not stand up well to Tier 3 Battleships alone.
- Weak Armour despite its armoured look.
Research
This is a suggested research path:
- Mk2 FCS mod. 2
- Chester (B) Hull
- 152 mm/50 Mk6 main batteries
Optimal Configuration
Upgrades
- Slot 1: Main Armaments Modification 1 keeps the guns active and firing.
Commander Skills
Because Chester has the option of the 127mm main batteries, players that enjoy and wish to continue playing this ship have the option of selecting the following skills that can greatly benefit this ship: Basic Firing Training, Advanced Firing Training, and Inertia Fuse for HE Shells.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
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 |
|
★ |
★★★ |
|
★★ |
|
★★ |
★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
As a Tier II cruiser, Chester has access to only Damage Control Party .
Camouflage
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.
Signals
As a Tier II ship, it is highly recommended to save signals for use in the later tiers. But should the player have a surplus and enjoy playing this ship, they should utilize the following recommended 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