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Des Moines

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Fixed commander skill names
Revision as of 02:13, 31 August 2021
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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
?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.<br><br>{{Model3DViewer|6616adcb515749f49fda8322d6a8e561}}+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.
 +<!-- <br>{{Model3DViewer|6616adcb515749f49fda8322d6a8e561}}-->
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
  
?Only a handful of high tier cruisers are known to have absurd firing rates: ''[[Neptune]]'', ''[[Minotaur]]'', ''[[Worcester]]'', 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. <br />+{{block|!|content=Warning. The data presented in the AA Defense sidebar section is incorrect.}}
  
?While ''{{#var:ship_name}}'' has impressive firepower and AA, her maneuverability is mediocre and her armor is terrible. With a standard cruiser speed of 33 kts and fast base rudder shift time of 8.6 seconds, ''{{#var:ship_name}}'' 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. Additionally, with her 27mm armor belt (as opposed to ''[[Zao]]'' and ''[[Hindenburg]]''’s 30mm or ''[[Moskva]]''’s 50mm) this makes her very susceptible to most battleship AP shells at most ranges. Additionally, because of how flat her bow 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 bow.+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. <br />
  
 +While ''{{#var:ship_name}}'' 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, ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'' a deadly flamethrower to battleships within reach.<br /> In contrast to her weak points, the ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'' a deadly flamethrower to battleships within reach.<br />
  
? +Overall, unlike most other Tier X cruisers, ''{{#var:ship_name}}'' 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 {{UU Des Moines}}, then ''{{#var:ship_name}}'' 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.
?Overall, unlike most other Tier X cruisers, ''{{#var:ship_name}}'' cannot fight as effectively on open water due to her thin armor, slow shell velocity, and speed loss when turning. If the player has mounted the [[Ship:Upgrades#Enhanced_Propulsion|Legendary Upgrade]], then ''{{#var:ship_name}}'' 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=<!-- 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. -->
?* Fast reload - fastest out of all heavy cruisers of Tier X, which also makes up for relatively low fire chance.+* An insane rate of fire for such heavy guns.
?* Great shell penetration - can basically fire her AP shells at any (broadside) ship with great efficiency.+* High shell arcs make firing over islands easier.
?* Good AP shell angles - the higher autobounce angles for the AP shells means they can easily pen at angles where other cruiser's AP shells will bounce, making for a devastating combination with the high shell penetration.+* 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.
?* Powerful anti-aircraft armament - rivaled only by ''[[Hindenburg]]'', ''[[Minotaur]]'', and ''[[Worcester]]'', ''{{#var:ship_name}}'' can easily shoot down any carrier strike aircraft without {{Defensive AA Fire}}.+* A mediocre AA suite that turns solid when the Defensive AA Fire consumable is activated.
?* High shell arc - allows firing from behind island cover and consistent citadel hits on other cruisers from long range due to plunging fire.+* Contrary to the sidebar data on this page, ''{{#var:ship_name}}'s'' long-range AA artillery reaches out to 5.8km.
?* Medium ranged and long-lasting {{Surveillance Radar}}.+* 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 Radar}}.
  
 |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. -->
?* Easily damaged by HE shells.+* Short ranged main battery with a stock reach of 15.8km.
?* Low main battery survivability - easily incapacitated / destroyed by other 203mm AP shells after sufficient time.+* High shell arcs make hitting targets at range tricky.
?* Slow shell velocity and high arc - enemies have time to maneuver and evade the shells.+* No torpedoes.
?* High citadel - plunging fire from other ships will easily penetrate the citadel.+* Citadel is above water and easy to hit when showing broadside, and all 431mm or larger guns can overmatch her armor.
?* Poorly armoured - Almost all battleships will be able to overmatch the plating, and, in conjunction with the high citadel, deal devastating damage.+* Poor torpedo defense (7%).
?* Anti-aircraft armament very easily destroyed - can quickly be rendered useless against aerial attacks.+* Anti-aircraft armament easily destroyed and rendered useless against aerial attacks.
 +* Mediocre agility.
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?''{{#var:ship_name}}'' has no modules to research.+As a tier X ship, ''{{#var:ship_name}}'' has no modules to research.
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
 +''{{#var:ship_name}}'' can support several build variation. The maximum AA build is detailed separately.
  
 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
? +<h4>Gunship build</h4>
?The recommended upgrades for ''{{#var:ship_name}}'' are as follows:+* '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns firing.
?* '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns active and firing.+* '''Slot 2''': {{Damage Control System Modification 1}} '''or''' {{Surveillance Radar Modification 1}} if it is available.
?* '''Slot 2''': {{Damage Control System Modification 1}} lessen the fire damage taken, or {{Surveillance Radar Modification 1}} if it is available.+* '''Slot 3''': See below
?* '''Slot 3''': See below. +* '''Slot 4''': {{Propulsion Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''
?* '''Slot 4''': {{Steering Gears Modification 2}} allows for a faster rudder shift to dodge incoming fire.+* '''Slot 5''': {{Concealment System Modification 1}}
?* '''Slot 5''': {{Concealment System Modification 1}} stay concealed.+
 * '''Slot 6''': See below. * '''Slot 6''': See below.
  
 +Gunship builds pose a dilemma. Increasing rate of fire with {{Main Battery Modification 3}} in '''Slot 6''' practically demands {{Main Battery Modification 2}} 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.
  
?[[Image:Icon_modernization_PCM018_AirDefense_Mod_III.png|left]]'''Anti-air Build:''' Captains wishing to focus the role of ''{{#var:ship_name}}'' on air defense will opt for {{Auxiliary Armaments Modification 1}} for '''Slot 1''' to increase anti-aircraft armament durability, {{AA Guns Modification 1}} for '''Slot 3''' to increase her medium- and long-range AA power, and {{AA Guns Modification 2}} for '''Slot 6''' to increase her overall AA power. If rather than maximum AA defense a more balanced build is desired, consider replacing AA Guns Modification 2 with {{Gun Fire Control System Modification 2}} for range or {{Main Battery Modification 3}} for faster reload.+In contrast, {{Gun Fire Control System Modification 2}} in '''Slot 6''' changes the equation. Due to the increasing dispersion at range and lack of a turret traverse penalty, {{Aiming Systems Modification 1}} is called for in '''Slot 3'''. This option stretches her range out to 18.4km, on par with ''[[Moskva]]'' and ''Hindenburg''.
  
 +''{{#var:ship_name}}'' also has access to a Unique Upgrade: {{UU Des Moines}} 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}}, ''{{#var:ship_name}}'' can accelerate from 0-27kts in about 8 seconds &mdash; most useful when exploiting terrain or open water dodging, this is by far the best modification to take.
  
?[[Image:Wows_icon_modernization_PCM013_MainGun_Mod_III.png|left]]'''Gun Build:''' Captains focusing on making ''{{#var:ship_name}}'' have better main batteries will opt for {{Main Armaments Modification 1}} for '''Slot 1''', {{Aiming Systems Modification 1}} for the '''Slot 3''' to increase her accuracy, and Main Battery Modification 3 for the '''Slot 6''' to shorten her reload down to 4.8s or even lower with Adrenaline Rush skill. Gun Fire Control System Modification 2 for the '''Slot 6''' is also useful, as it increase her range up to 18.4km, on par with''[[Moskva]]''’s and ''Hindenburg''’s. Again, this depends on captain's choice whether better reload or better range is what he pursue. This build also removes her AA usefulness, although her AA is still powerful even when not focused on AA.+<h4>Anti-aircraft build</h4>
 +* '''Slot 1''': {{Auxiliary Armaments Modification 1}} to protect her AA armament.
 +* '''Slot 2''': {{Defensive AA Fire Modification 1}} &ndash; Special Upgrade
 +* '''Slot 3''': {{AA Guns Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''
 +* '''Slot 5''': {{Concealment System Modification 1}} &ndash; 6.4km detection by air with all modifiers
 +* '''Slot 6''': {{Auxiliary Armaments Modification 2}}
  
? +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.
?''{{#var:ship_name}}'' also has access to chain of missions that will grant a Unique Upgrade: {{Enhanced Propulsion}} for '''Slot 6''', which decreases her rudder shift and also halves the time taken to accelerate to full power, while shortening her {{Surveillance Radar}} duration by 10%. With this upgrade and {{Propulsion Modification 2}}, ''{{#var:ship_name}}'' can accelerate from 0-27kts in about 8 seconds. It is also recommended to equip {{Surveillance Radar Modification 1}} in '''Slot 2''' to negate the negative effects of the Unique Upgrade.+
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
  
?{{Commander Skills+{{Commander Skills 3 CR
?| Priority Target = 3+<!-- Ratings 1,2,3 are legit. Others are ignored.-->
?| Preventative Maintenance = 2+| rating11 = 3 <!-- Grease the Gears -->
?| Expert Loader = +| rating12 = 0 <!-- Swift Fish -->
?| Air Supremacy = +| rating13 = <!-- Consumables Specialist -->
?| Direction Center for Fighters = +| rating14 = 3 <!-- Gun Feeder -->
?| Improved Engine Boost = +| rating15 = <!-- Incoming Fire Alert -->
?| Incoming Fire Alert = 1+| rating16 = <!-- Last Stand -->
?| Last Gasp = +
  
?| High Alert = 1+| rating21 = 1 <!-- Pyrotechnician -->
?| Jack of All Trades = 3+| rating22 = 0 <!-- Fill the Tubes -->
?| Expert Marksman = 2+| rating23 = 2 <!-- Consumables Enhancements -->
?| Torpedo Acceleration = +| rating24 = 1 <!-- Eye in the Sky -->
?| Smoke Screen Expert = +| rating25 = 2 <!-- Priority Target -->
?| Improved Engines = +| rating26 = 1 <!-- Expert AA Marksman -->
?| Adrenaline Rush = 3+
?| Last Stand = +
  
?| Basics of Survivability = 2+| rating31 = 0 <!-- Heavy HE and SAP Shells -->
?| Survivability Expert = 1+| rating32 = 0 <!-- Enhanced Torpedo Explosive Charge -->
?| Torpedo Armament Expertise = +| rating33 = 3 <!-- Adrenaline Rush -->
?| Aircraft Armor = +| rating34 = 2 <!-- Heavy AP Shells -->
?| Basic Firing Training = 2+| rating35 = 3 <!-- Superintendent -->
?| Superintendent = 3+| rating36 = 2 <!-- Survivability Expert -->
?| Demolition Expert = 2+
?| Vigilance = 2+
  
?| Manual Fire Control for Secondary Armament = +| rating41 = 3 <!-- Top Grade Gunner -->
?| Fire Prevention = 1+| rating42 = <!-- Outnumbered -->
?| Inertia Fuse for HE Shells = 1+| rating43 = 1 <!-- Radio Location -->
?| Sight Stabilization = +| rating44 = <!-- Inertial Fuse for HE Shells -->
?| Advanced Firing Training = 3+| rating45 = 3 <!-- Concealment Expert -->
?| Manual Fire Control for AA Armament = 2+| rating46 = <!-- AA Gunner -->
?| Radio Position Finding = 2+
?| Concealment Expert = 3+
 }} }}
? 
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
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 * '''Slot 1:''' {{Damage Control Party}} * '''Slot 1:''' {{Damage Control Party}}
 * '''Slot 2:''' {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}} * '''Slot 2:''' {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}}
?* '''Slot 3:''' {{Catapult Fighter}}, {{Spotting Aircraft}}, '''or''' {{Surveillance Radar}}+* '''Slot 3:''' {{Surveillance Radar}}&nbsp;'''<nowiki>*</nowiki>'''
 * '''Slot 4:''' {{Repair Party}} * '''Slot 4:''' {{Repair Party}}
  
? +For an Anti-aircraft build, take Defensive AA Fire. And for maximum effect, {{Catapult Fighter}}.
?Captain focusing ''{{#var:ship_name}}'' on AA build will equip {{Defensive AA Fire II}} for the '''Slot 2''', especially when in a division with a carrier. Although for solo playing, {{Hydroacoustic Search II}} is more recommended if there is no carrier around.+For a short range gunship build, {{Spotting Aircraft}} can be useful, especially combined with <u>Eye in the Sky</u>. However, playing forward, the better alternative is Surveillance Radar
? +For a long range gunship build, radar is less important and long-duration {{Hydroacoustic Search}} (with upgrade {{Hydroacoustic Search Modification 1}} may be preferable, as might Catapult Fighter.
? +
?''{{#var:ship_name}}'' captains should use {{Surveillance Radar II}} on '''Slot 3''' to increase their in-game impact (hunting the extremely stealthy destroyers of Tier X), as {{Catapult Fighter}} and {{Spotting Aircraft}} are not at all useful in hunting stealthy or smoke-covered enemy ships.+
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
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 | Juliet Yankee Bissotwo =  | Juliet Yankee Bissotwo =
 | India Yankee = 2 | India Yankee = 2
?| Juliet Charlie = 2+| Juliet Charlie = 3
  
 | Zulu =  | Zulu =
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 File:DMEvades.jpg File:DMEvades.jpg
 File:DMKills.jpg File:DMKills.jpg
 +File:DancingAroundMontana.jpg | A sinking Montana provides a meat shield for both his friendly Riga and the enemy Des Moines during a Succession League brawl.
 </gallery> </gallery>
  
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 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +<references />
  
 +* [https://en.wikipedia.org/wiki/USS_Des_Moines_(CA-134) USS ''Des Moines'' (CA-134) - Wikipedia]
 +* [https://en.wikipedia.org/wiki/Des_Moines-class_cruiser ''Des Moines''-class cruiser - Wikipedia]
 +* [https://worldofwarships.com/en/news/general-news/squall-line-des-moines/ Squall Line: Des Moines - News - World of Warships]
 +* [https://www.youtube.com/watch?v=VaSyPXZ_X5g Armada - USS Des Moines - World of Warships Official Channel - YouTube]
 +<br />
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h2>Ship Change Log</h2></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 +See [[Changelogs_for_World_of_Warships|here]] for links to Update notes.
 +*Available for testing by supertesters in the game starting from update 0.1.2 (alpha version).
 +*Update 0.3.1:
 +**Repair Party consumable added.
 +*Update 0.5.1:
 +**the number of charges of the "Catapult fighter I" / "Spotting aircraft I" consumable was increased to 4 ( "Catapult fighter II" / " Spotting aircraft II" - up to 5).
 +**armor thickness increased by 2 mm (from 25 mm to 27 mm).
 +**203 mm AP shells' ricochet angles improved from 45 - 60 degrees to 60 - 67.5 degrees.
 +*Update 0.5.2:
 +**experience earnings increased by 9%.
 +*Update 0.5.4.1:
 +**Radar consumable added.
 +*Update 0.5.8:
 +**the hull armored model was refined.
 +*Update 0.6.3:
 +**sigma increased from 2.0 to 2.05 σ.
 +**fixed minor visual bugs at low and medium settings.
 +*Update 0.6.4:
 +**the armor thickness of the deck was increased from 27 to 30 mm.
 +**the appearance was improved.
 +*Update 0.6.8:
 +**the range of the secondary battery was increased from 5 to 6 km.
 +**fixed a bug with the display of the third gun on Des Moines silhouette.
 +*Update 0.6.12:
 +**visibility when firing main guns in smoke changed to 8.18 km.
 +**detection distance of the Curtiss SC-2 deck aircraft was adjusted to the correct value. Detection from other aircraft will now be 7 km, from ships - up to 8 km.
 +*Update 0.6.13:
 +**fire extinguishing time is now 30 s instead of 60 s.
 +**the survivability of air defense weapons was tested and brought to a single standard. The change affects the 76.2 mm guns.
 +*Update 0.6.14:
 +**the appearance of air defense installations was updated. The changes do not affect the game balance in any way.
 +*Update 0.7.1:
 +**fixed geometry and textures of the ship. These changes do not affect the in-game characteristics of the ship.
 +*Update 0.7.3:
 +**added a special space camouflage. Camouflage can be purchased in the game client for 8,000 doubloons until the release of update 0.7.4.
 +*Update 0.7.10:
 +**the range of the Hydroacoustic Search consumable was unified - 5 km for detecting ships, 3.5 km for detecting torpedoes.
 +*Update 0.9.2:
 +**changed armor thickness: side armor increased from 27 mm to 30 mm.
 +*Update 0.9.5:
 +**small changes to geometry and textures.
 +*Update 0.9.6:
 +**the value of the in-game turning circle radius was changed to 770 m to correct prior discrepancy.
 +*Update 0.9.8:
 +**minor fixes to textures and geometry of the ship.
 +*Update 0.9.9:
 +**fixed the artillery camera.
 +*Update 0.10.0:
 +**the firing range of the secondary battery was increased to 7.3 km.
 +*Update 0.10.3:
 +**the horizontal aiming angles of the bow guns were fixed - now they are equal to 149 degrees.
 +</div></div></div>
 }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE -->

Revision as of 02:13, 31 August 2021

Des Moines
Des_Moines_wows_main.jpg
Cruiser | U.S.A. | Tier X
Tech Tree Position
Buffalo
Arrow_down.png
Des_Moines_icon_small.png
Arrow_down.png
Annapolis
General
Research price237500 exp
Purchase price19,800,000 Credits
Hit Points50,600 
Main Battery
203 mm/55 RF Mk.16 in a turret3 х 3 pcs.
Rate of Fire10.91 shots/min.
Reload Time5.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time30 sec.
Firing Range15.83 km.
Maximum Dispersion142 m.
HE Shell203 mm HE/HC Mk25 
Maximum HE Shell Damage2,800 
Chance of Fire on Target Caused by HE Shell14 %
Initial HE Shell Velocity823 m./s.
HE Shell Weight118 kg.
AP Shell203 mm AP Mk21 
Maximum AP Shell Damage5,000 
Initial AP Shell Velocity762 m./s.
AP Shell Weight152 kg.
Secondary Armament #1
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs.
Firing Range7.3 km.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Initial HE Shell Velocity792 m./s.
Chance of Fire on Target Caused by HE Shell%
AA Defense
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs.
. . . Average Damage per Second90.6 
. . . Firing Range5.01 km.
76.2 mm/50 Mk.22 on a Mk.33 mount10 х 2 pcs.
. . . Average Damage per Second208 
. . . Firing Range3.99 km.
20 mm Oerlikon on a Mk.4 mount12 х 1 pcs.
. . . Average Damage per Second43.2 
. . . Firing Range2.01 km.
76.2 mm/50 Mk.22 on a Mk.33 mount2 х 2 pcs.
. . . Average Damage per Second41.6 
. . . Firing Range3.99 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius770 m.
Rudder Shift Time8.6 sec.
Concealment
Surface Detectability Range13.44 km.
Air Detectability Range7.9 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
X
Ship_PASC020_Des_Moines_1948.png
19,800,000

Des Moines — American Tier X cruiser.

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

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)
203 mm/55 RF Mk.16 in a turret10.9301422,800145,000 02,000,000
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)
Des Moines50,60062033612/12/6 02,900,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk10 mod. 10 01,800,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 120,000 hp33 01,600,000

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
Defensive AA Fire 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
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Gun Fire Control System Modification 2
Enhanced Propulsion Plant
Auxiliary Armaments Modification 2

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 Des Moines 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, Des Moines 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 Des Moines 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 Des Moines a deadly flamethrower to battleships within reach.

Overall, unlike most other Tier X cruisers, Des Moines 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 Des Moines 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, Des Moines'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 tricky.
  • 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, Des Moines has no modules to research.

Optimal Configuration

Des Moines 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.

Des Moines 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., Des Moines 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

Des Moines 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 Des Moines 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



Ship Change Log


Ships of U.S.A.
Destroyers  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • V HillDoubloons • VI Farragut • VI MonaghanDoubloons • VII Mahan • VII SimsDoubloons • VII Sims BDoubloons • VIII Benson • VIII KiddDoubloons • IX Fletcher • IX BenhamDoubloons • IX HalfordDoubloons • IX Black BDoubloons • IX BlackDoubloons • X Gearing • X SomersDoubloons • X Forrest ShermanDoubloons •  Joshua Humphreys 
Cruisers  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • 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 CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Battleships  III South Carolina • IV Wyoming • IV Arkansas BetaDoubloons • V New York • V OklahomaDoubloons • V TexasDoubloons • VI New Mexico • VI ArizonaDoubloons • VI W. Virginia '41Doubloons • VII Colorado • VII FloridaDoubloons • VII West Virginia '44Doubloons • VII CaliforniaDoubloons • VIII North Carolina • VIII Kansas • VIII Nebraska • VIII AlabamaDoubloons • VIII MassachusettsDoubloons • VIII Alabama VLDoubloons • VIII ConstellationDoubloons • VIII Massachusetts BDoubloons • VIII Alabama STDoubloons • VIII North Carolina CLRDoubloons • IX Iowa • IX Minnesota • IX Delaware • IX MissouriDoubloons • IX KearsargeDoubloons • IX IllinoisDoubloons • IX Kearsarge BDoubloons • IX GeorgiaDoubloons • X Montana • X Vermont • X Louisiana • X OhioDoubloons • X Rhode Island • X Wisconsin •  Maine 
Aircraft Carriers  IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • VIII HornetDoubloons • VIII Saipan BDoubloons • X Essex • X Midway • X Franklin D. RooseveltDoubloons •  United States
Cruisers
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 • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
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 Monmouth • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X Defence •  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 • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • IX Saint-Louis • IX Brest • IX CarnotDoubloons • X Henri IV • X Marseille • X ColbertDoubloons •  Condé 
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 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 Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk B • X SmolenskDoubloons • X SevastopolDoubloons • X Kommissar •  Novosibirsk 
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 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 CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
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 • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
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 
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 • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
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 • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
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