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Des Moines

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Revision as of 06:20, 25 July 2021Revision as of 23:22, 25 July 2021
commander skill stuff
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 | rating16 = <!-- Last Stand --> | rating16 = <!-- Last Stand -->
  
?| rating21 = 2 <!-- Pyrotechnician -->+| rating21 = 1 <!-- Pyrotechnician -->
 | rating22 = 0 <!-- Fill the Tubes --> | rating22 = 0 <!-- Fill the Tubes -->
?| rating23 = 3 <!-- Consumables Enhancements -->+| rating23 = 2 <!-- Consumables Enhancements -->
 | rating24 = 1 <!-- Eye in the Sky --> | rating24 = 1 <!-- Eye in the Sky -->
?| rating25 = 3 <!-- Priority Target -->+| rating25 = 2 <!-- Priority Target -->
?| rating26 = 2 <!-- Expert AA Marksman -->+| rating26 = 1 <!-- Expert AA Marksman -->
  
 | rating31 = 0 <!-- Heavy HE and SAP Shells --> | rating31 = 0 <!-- Heavy HE and SAP Shells -->

Revision as of 23:22, 25 July 2021

N/A | N/A | Tier
Tech Tree Position
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General
Research pricelevel;mark_id;mark;shortmark_id;shortMark;description_id;description;price_credit;price_gold;nation;icon;name;aa_caliber_0;aa_caliber_1;aa_caliber_2;aa_caliber_3;aa_damage;aa_defense;aa_maxDist;aaMaxdist;aa_maxDist_0;aaMaxdist0;aa_maxDist_1;aaMaxdist1;aa_maxDist_2;aaMaxdist2;aa_maxDist_3;aaMaxdist3;aa_name_0;aaName0;aa_name_1;aaName1;aa_name_2;aaName2;aa_name_3;aaName3;aa_numBarrels_0;aaNumbarrels0;aa_numBarrels_1;aaNumbarrels1;aa_numBarrels_2;aaNumbarrels2;aa_numBarrels_3;aaNumbarrels3;aa_numGuns_0;aaNumguns0;aa_numGuns_1;aaNumguns1;aa_numGuns_2;aaNumguns2;aa_numGuns_3;aaNumguns3;air_support;air_support_bombDamage_depthcharge;air_support_bombName_depthcharge;air_support_maxDist_depthcharge;air_support_numBombsOnPlane_depthcharge;air_support_numPlanesInCharge_depthcharge;air_support_numSquadrons_depthcharge;air_support_planeMaxHealth_depthcharge;air_support_planeName_depthcharge;air_support_reloadTime_depthcharge;armour_casMax;armourCasmax;armour_casMin;armourCasmin;armour_citMax;armourCitmax;armour_citMin;armourCitmin;armour_deckMax;armourDeckmax;armour_deckMin;armourDeckmin;armour_extremitiesMax;armourExtremitiesmax;armour_extremitiesMin;armourExtremitiesmin;armour_rangeMax;armourRangemax;armour_rangeMin;armourRangemin;artillery_weaponry;atba_bulletMassHE_0;atba_bulletMassHE_1;atba_bulletSpeedHE_0;atba_bulletSpeedHE_1;atba_burnProbHE_0;atba_burnProbHE_1;atba_caliber_0;atba_caliber_1;atba_damageHE_0;atba_damageHE_1;atba_maxDist;atbaMaxdist;atba_nameHE_0;atba_nameHE_1;atba_name_0;atbaName0;atba_name_1;atbaName1;atba_numBarrels_0;atba_numBarrels_1;atba_numGuns_0;atba_numGuns_1;atba_piercingHE_0;atba_piercingHE_1;atba_shotDelay_0;atba_shotDelay_1;atba_shotSpeed;atba_shotSpeed_0;atba_shotSpeed_1;battleLevelRangeMax;battleLevelRangeMin;durability;floodDamage;health;mobility;mobility_maxSpeed;mobilityMaxspeed;mobility_rudderTime;mobilityRuddertime;mobility_turningRadius;mobilityTurningradius;planes_aviation;planes_bomber_forsageRestore;planes_bomber_forsageTime;planes_bomber_hangarVolume;planes_bomber_level;planes_bomber_maxSpeed;planes_bomber_name;planes_bomber_numAttackers;planes_bomber_numInSquadron;planes_bomber_numSquadrons;planesBomberNumsquadrons;planes_bomber_planesRestoreTime;planes_bomber_speed;planes_bomber_torpedo_maxDamage;planes_bomber_torpedo_maxDist;planes_bomber_torpedo_name;planes_bomber_torpedo_speed;planes_bomber_visibility;planes_bomber_vitality;planes_dive_bomb_bulletMassHE_alt;planes_dive_bomb_bulletMass_alt;planes_dive_bomb_bulletSpeedHE_alt;planes_dive_bomb_bulletSpeed_alt;planes_dive_bomb_burnProbHE_alt;planes_dive_bomb_burnProb_alt;planes_dive_bomb_damageHE_alt;planes_dive_bomb_nameHE_alt;planes_dive_bomb_numBombsHE_alt;planes_dive_forsageRestore_alt;planes_dive_forsageTime_alt;planes_dive_hangarVolume_alt;planes_dive_level_alt;planes_dive_maxSpeed_alt;planes_dive_name_alt;planes_dive_numAttackers_alt;planes_dive_numInSquadron_alt;planes_dive_numSquadrons_alt;planes_dive_planesRestoreTime_alt;planes_dive_speed_alt;planes_dive_visibility_alt;planes_dive_vitality_alt;planes_fighter_forsageRestore_alt;planes_fighter_forsageTime_alt;planes_fighter_hangarVolume_alt;planes_fighter_level_alt;planes_fighter_maxSpeed_alt;planes_fighter_name_alt;planes_fighter_numAttackers_alt;planes_fighter_numInSquadron_alt;planes_fighter_numSquadrons_alt;planes_fighter_planesRestoreTime_alt;planes_fighter_rocket_bulletMassHE_alt;planes_fighter_rocket_bulletSpeedHE_alt;planes_fighter_rocket_burnProbHE_alt;planes_fighter_rocket_damageHE_alt;planes_fighter_rocket_nameHE_alt;planes_fighter_rocket_numBombsHE_alt;planes_fighter_speed_alt;planes_fighter_visibility_alt;planes_fighter_vitality_alt;slotsNum;visibility_detection;visibility_distByPlane;visibilityDistbyplane;visibility_distByPlane_fire;visibility_distByPlane_mg;visibility_distByShip;visibilityDistbyship;visibility_distByShip_fire;visibility_distByShip_mg;visibility_distByShip_smoke;visibility_distBySubmarine exp
Purchase priceSpecial Doubloons
Maneuverability
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Concealment
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<span class="b-description-img_type b-description-img_type__<mark_unset_error>-premium"></span>
Special

[[Ship:|]] — N/A special premium Tier  N/A.

One of the best heavy cruisers in the world. The ship was designed using the experience gained in World War II, resulting in excellent protection and very powerful AA armament. The key distinctive feature of cruisers of this type was auto-loading main guns that had a very high rate of fire.

Modules

Compatible Upgrades

 Slot 1 
Air Groups Modification 1
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Aiming Systems Modification 0
Spotting Aircraft Modification 1
Damage Control Party Modification 1
Sonar Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Surveillance Radar Modification 1
Aircraft Engines Modification 1
Engine Room Protection
Sonar Modification 2
Damage Control System Modification 3
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Artillery Plotting Room Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Bombers Modification 1
Attack Aircraft Modification 1
Torpedo Tubes Modification 1
Aerial Torpedoes Modification 1
Dive Capacity Modification 1
Skip Bomber Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Attack Aircraft Modification 2
Torpedo Bombers Modification 2
Bombers Modification 1
Skip Bomber Modification 2
Airstrike Modification 1
Depth Charges Modification 1
Submarine Steering Gears
Air Groups Modification 3
 Slot 5 
Flight Control Modification 1
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Enhanced Engineering Systems
Reinforced Emergency Response
Upgraded Damage Control Equipment
Improved Main Battery Loading Mechanisms
Aerosol Smoke Curtain System
Master Fire Control Director
Torpedo Fire Control System
Improved Hull Concealment
Improved Main Artillery
Ship Consumables Modification 1
Squadron Consumables Modification 1
Heavier Torpedo Warheads
Additional Smoke Generators
Augmented Smoke Generators
Torpedo Tubes Modification 3
Reinforced Bulkheads
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Flight Control Modification 2
Air Groups Modification 2
Artillery Plotting Room Modification 2
Main Battery Fire Control Station
Improved Ammunition Hoists
Main Battery Director System
Improved Bridge
Enhanced Propulsion Plant
Enhanced Countermeasures
Extended Main Battery Effective Range
Torpedo Quick Reload System
Main Gun Automatic Loader
Modified External Hardpoints
Fuel Injection System
Auxiliary Armaments Modification 2
Improved Camouflage Patterns
Automated Main Battery Loading Mechanism
Forced Takeoff and Landing Equipment
ARP Main Battery Director System
Dive Capacity Modification 2
Advanced Mechanical Maintenance
Ballistic Capped Armor-Piercing Shells
Aerodynamic Torpedo Fin Stabilizers
Automated Gun and Fuel Systems
Ship-to-Shore Radio

Player Opinion

Performance

Warning. The data presented in the AA Defense sidebar section is incorrect.

Only a handful of high tier cruisers are known to have absurd firing rates: Neptune, Minotaur, Worcester, Colbert, and this heavy cruiser. It is no surprise that due to her being the last all-gun cruiser made, she has all the lessons learned from her cruiser predecessors in the Second World War incorporated in her design. A very noticeable trait on Des Moines is her absurd rate of fire for a heavy cruiser, with each turret reloading at 5.5 seconds, making her extremely deadly to destroyers within radar range and other cruisers. She also can whittle down battleships quickly and, with her impressive AA suite, wipe out carrier strike squadrons with ease. However, she is extremely fragile: her thin armor makes her susceptible to penetration from most Tier IX and Tier X battleships at all ranges.

While ' has impressive firepower and AA, her maneuverability is mediocre and her armor is okay at best. With a standard cruiser speed of 33 kts and fast base rudder shift time of 8.6 seconds, ' can evade incoming shells and torpedoes relatively well. However, while she can turn well, the speed loss on turning is massive enough to make her an easy target for any other ship with their guns loaded and ready. With her 30mm midsection(same as zao and hindenburg), it makes her vulnerable to bb shells of 431mm and above, also, the bow is 27mm, which is vulnerable to 406mm guns and above. Additionally, because of how flat her stern is designed in comparison to the other Tier X heavy cruisers, this makes her extremely susceptible to enemy battleship AP shells being able to penetrate her citadel through her stern.

In contrast to her weak points, the ' high shell arc and gun layout gives her a unique advantage that her cruiser colleagues at her tier lack and as such she is capable of weighing anchor behind an island and lob shells over the island at distant targets with relative safety. Should the island be too tall, one can also park the ship around the corner of an island while bow on to act as a deterrent to advancing enemy ships, while presenting a relatively small profile. Exploiting this technique allows one to turn a disadvantage into an advantage. Additionally, firing AP shells at bigger targets such as battleships can deal a surprising amount of damage in such a short time. However, it is recommended to do so only when she is close enough to have the rounds deal maximum penetration or if the target is broadside. Furthermore, given her rate of fire and decent fire chance, this makes ' a deadly flamethrower to battleships within reach.

Overall, unlike most other Tier X cruisers, ' cannot fight as effectively on open water due to her mediocre armor, slow shell velocity, and speed loss when turning. If the player has mounted the Legendary Upgrade Enhanced Propulsion Plant (–50% time to reach full speed when accelerating / –20% rudder shift time.), then ' can become a very agile ship that will prove extremely difficult to hit, provided the player can use their speed and rudder accordingly. But should they play without said upgrade, then a more safe approach for each game would be to play defensively during the initial stages of the game, while becoming more aggressive slowly towards the end. But in general, how aggressive the player should be depends upon the flow of the battle.

Pros:

  • An insane rate of fire for such heavy guns.
  • High shell arcs make firing over islands easier.
  • AP SHS (super-heavy shells) can retain pen and with American Heavy Cruiser ricochet angles(60-67.5) and can tear up almost everything, especially in close.
  • A mediocre AA suite that turns solid when the Defensive AA Fire consumable is activated.
  • Contrary to the sidebar data on this page, 's long-range AA artillery reaches out to 5.8km.
  • 27mm armor protects against 15-inch guns, 30mm midsection protects against 16 inch guns; citadel is protected by a thick 152mm belt and a 127mm transverse bulkhead, allowing her to tank many battleships if sufficiently angled.
  • Medium ranged (10km) and long-lasting Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain..

Cons:

  • Short ranged main battery with a stock reach of 15.8km.
  • High shell arcs make hitting targets at range tricksy.
  • No torpedoes.
  • Citadel is above water and easy to hit when showing broadside, and all 431mm or larger guns can overmatch her armor.
  • Poor torpedo defense (7%).
  • Anti-aircraft armament easily destroyed and rendered useless against aerial attacks.
  • Mediocre agility.

Research

As a tier X ship, ' has no modules to research.

Optimal Configuration

' can support several build variation. The maximum AA build is detailed separately.

Upgrades

Gunship build

Gunship builds pose a dilemma. Increasing rate of fire with Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed. in Slot 6 practically demands Main Battery Modification 2 : +15% to main battery traverse speed. in Slot 3, due to the already quite slow turret traverse. When working in close, a slow turret can more than offset the increase in firepower. For PvE play, this is the build to take.

In contrast, Gun Fire Control System Modification 2 : +16% firing range. in Slot 6 changes the equation. Due to the increasing dispersion at range and lack of a turret traverse penalty, Aiming Systems Modification 1 : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion. is called for in Slot 3. This option stretches her range out to 18.4km, on par with Moskva and Hindenburg.

' also has access to a Unique Upgrade: Enhanced Propulsion Plant (–50% time to reach full speed when accelerating / –20% rudder shift time.) for Slot 6, which decreases her rudder shift and halves the time taken to accelerate to full speed. With this upgrade and Propulsion Modification 1 Reduces time to full speed: -50% to time for reaching full power. / Increases engine power when the ship starts moving., ' can accelerate from 0-27kts in about 8 seconds — most useful when exploiting terrain or open water dodging, this is by far the best modification to take.

Anti-aircraft build

AA Guns Modification 1 for Slot 3 lowers the priority sector prep time (cooldown) from 10 seconds to 8 seconds, so another choice in this slot is justifiable.

Commander Skills

Consumables

' can equip the following consumables:

For an Anti-aircraft build, take Defensive AA Fire. And for maximum effect, Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.. For a short range gunship build, Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. can be useful, especially combined with Eye in the Sky. However, playing forward, the better alternative is Surveillance Radar For a long range gunship build, radar is less important and long-duration Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. (with upgrade Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. may be preferable, as might Catapult Fighter.

Camouflage

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

Players who wish to spend doubloons can equip ' with Type 20 camouflage that lowers her detection range, reduces the accuracy of incoming shells, reduces her repair costs, increases her credit earnings, and increases the amount of experience she earns.

Signals

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

Gallery

Historical Info

Historical Gallery

Video

References


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