Des Moines
203 mm/55 RF Mk.16 in a turret3 х 3 pcs. |
Rate of Fire10.91 shots/min. |
Reload Time5.5 sec. |
Rotation Speed6 deg./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. |
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity792 m./s. |
Chance of Fire on Target Caused by HE Shell5 % |
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. |
Maximum Speed33 knot |
Turning Circle Radius770 m. |
Rudder Shift Time8.6 sec. |
Surface Detectability Range13.44 km. |
Air Detectability Range7.9 km. |
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.
The third ship of the class, USS Salem, is now preserved as a military museum ship in Quincy, Massachusetts.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Slot 6 |
Player Opinion
Performance
Only a handful of high tier cruisers are known to have absurd firing rates: the light cruisers Nurnberg, Atlanta, Flint, Minotaur 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 loading rounds at 6 seconds which can quickly deal with destroyers, harm or outright destroy other cruisers with extreme fusillades of fire, force battleships to be wary of her as well as nervously check their hit points when they are subjected by her withering blows and frustrate carriers to no end due to her impressive AA suite which, with proper upgrades and skills, have their potency increase even further. With her ergonomics and good handling, one can say this heavy cruiser does it all; serving as both an AA and anti-ship screen, joining a cruiser squadron for rapid action as she can keep up thanks to her good speed and provide additional firepower, and functioning as a reasonable cruiser leader for a small destroyer group.
The cruiser's 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 sitting behind an island and using her high shell arc to lob shells over the island at distant targets with relative safety. 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 target profile. Exploiting this technique allows one to turn a disadvantage into an advantage. Also, do not be afraid to fire your AP shells at bigger targets such as battleships as your AP shells can deal a surprising amount of damage in such a short time, however only do so when you are close enough to have the rounds deal maximum penetration.
Unlike every other tier 10 cruiser, Des Moines cannot effectively fight as an anti-surface combatant on open water and her shell speed prevents her from faring well in ranged firefights. Instead, one should look to play defensively during the initial stages of the game such as performing escort duties to allied carriers (although the thought of babysitting the defenseless carriers may not cross the minds of some) or putting yourself in an effective position to respond such as hiding behind islands to protect yourself while you lob shells over them to harass enemies, and choose areas of the map that allow you to fight enemies at your terms in close to medium range as the closer Des Moines gets, the more dangerous and potentially devastating she becomes. It should not come as a surprise that if played right, the cruiser can practically dictate the flow of battle and at the mid-game to late game stages where the strongest ships have likely killed each other off, the opportunity to become hyper aggressive and quickly mop up the enemy team with the withering rate of fire is now open to the player. This isn't the only way to play Des Moines as she can serve the player well with whatever tactics they bring to the field. Shift your play style depending on the situation to give your team the best chance of winning. Knowing when to go defensive or aggressive is key to doing well in this ship.
Pros:
- Rapid reload speed allows one to quickly switch ammo types to adapt to any situation.
- Unrivaled rate of fire for a heavy cruiser at her tier
- Very effective against destroyers and cruisers at close to medium range, can give battleships something to be wary of, and fend off aerial assaults
- AA suite with all range upgrades can reach out to 7.2km.
- The best cruiser AA escort in the game with 426 AA DPS at 5.0km.
- Reasonably protected when bow on towards your enemies, however battleships can still injure you greatly if their shells hit you with good RNG dispersion.
- Gun layout and high shell arc allows one to sit behind an island and lob shells over it to harass far away enemies, while being partially covered by the island.
- High shell arc also allows for consistent citadel hits on other cruisers from long range due to plunging fire, if you can hit them!
- Jack of all trades
- Surprising AP shell potency; the cruiser can basically fire her AP shells even against a battleship when the situation calls for it
Cons:
- Outclassed and outgunned by every other tier 10 cruiser at long range except for the Minotaur
- Main guns are very vulnerable and easy to destroy, especially when you're bow on towards your enemies.
- Slower shell velocity means arc is rather high which makes shells take a bit long to reach the target point but can reach over islands
- Rather sluggish acceleration.
- Large citadel for a US cruiser.
- Despite the AP having the strongest penetration value in the game, getting up close is the most effective way to deal guaranteed damage
- Fairly easy to detect
Research
Optimal Configuration
Upgrades
- For a dedicated AA build, suggest running with AA gun health for slot 1, AA gun reach for slot 2, AA potency for slot 3, anything you wish on slots 4 and 5 and target acquisition for slot 6 combined with the paint that reduces enemy accuracy and decreases your detection range. Run the commander with Basic Firing training, Expert marksman to give your main guns a bit more speed to turn, Superintendent for an addition to consumables such as Defensive fire and Repair Party, Advanced Firing Training to increase your AA suite's "AA bubble" or Centralized Fire Control for the AA guns if you wish to concentrate fire on a single squadron to ensure its destruction, and Jack of All Trades so that your consumables will have a fairly shorter cooldown time.
- For a dedicated gun build, suggest running with main battery health for slot 1, main battery accuracy for slot 2, either sacrificing some turret traverse speed for increased load time by putting the load time modification to make the ship or increasing the range for the cruiser to be a supporting fire ship albeit this does not fully solve her rather slow shell velocity, anything you wish on slot 4, either damcon 2 or rudder modification as you may take some damage or you need all the ship's maneuverability, and it may not be much but the ship's concealment improvement on slot 6 combined with concealment dazzle and the respective skill will have a profound effect on "striking first". It is suggested you equip hydroacoustic search and radar surveillance if you wish to have the ability to detect destroyers concealed in their smoke.
Commander Skills
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
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★★ |
★ |
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★★ |
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2 |
★★ |
★★ |
★★★ |
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★ |
3 |
★★ |
★ |
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★★★ |
★★★ |
★★★ |
★★★ |
4 |
★ |
★★ |
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★★ |
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★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Players who wish to spend doubloons can equip Des Moines with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, increases her credit earnings, and increases the amount of experience she earns.Gallery
Historical Info
Historical Gallery