Fiji
Revision as of 11:00, 20 April 2018 | Revision as of 21:13, 4 October 2018 | |||
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|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
? | If Tier VI's ''[[Leander]]'' is considered "settling in" to the back half of the British cruiser line, then the best advice for captains embarking aboard Tier VII's '' | + | If Tier VI's ''[[Leander]]'' is considered "settling in" to the back half of the British cruiser line, then the best advice for captains embarking aboard Tier VII's ''{{#var:ship_name}}'' for the first time is "buckle up and enjoy the ride". | |
? | '' | + | ''{{#var:ship_name}}'' maintains the branch's theme of 152mm main battery rifles, but moves up to mounting twelve of them in four triple-barrel turrets. As such, she is considerably up-gunned from ''Leander'', and successors ''[[Edinburgh]]'' and ''[[Neptune]]'' boast identical configurations. At eight rounds per minute (a 7.5 second reload time), her main battery boasts the best rate of fire of all Tier VII cruisers, and she retains the 8.0 km maximum torpedo range of ''Leander''’s upgraded torpedoes. Her unique mix of main battery and longer range torpedoes allow ''{{#var:ship_name}}'' to hang in fights with equal-tier cruisers of other nations, and maintains her as a threat to enemy destroyers who wander too close. | |
? | First-time '' | + | First-time ''{{#var:ship_name}}'' captains may think that she feels big for a light cruiser, and they're right. She has an increased beam over ''Leander'', which allowed her designers to fit triple-barreled turrets on her hull. There's a subsequent increase to her detection radius, but she retains most of ''Leander''’s handling characteristics; ''{{#var:ship_name}}''’s turning circle is tighter, and her rudder shift is — for all intents and purposes — the same. Her anti-aircraft suite is satisfactory if unremarkable, and is approximately on par with German counterpart ''[[Yorck]]''. | |
? | Despite the British cruiser reputation for light armor, '' | + | Despite the British cruiser reputation for light armor, ''{{#var:ship_name}}i'''s belt armor is a surprisingly respectable 114 mm — much better Russian Tier VII cruiser ''[[Shchors]]'', and at least competitive with the armor protection of other nations — and can bounce a surprising amount of shells when angled. However, her citadel is long and her athwartship armor is quite weak, so it is still inadvisable to attempt to bow-tank. | |
? | Just like ''Leander'', '' | + | Just like ''Leander'', ''{{#var:ship_name}}'' works best with friendly ships around. She's ideal for backing up allied destroyers, though she can even cause significant damage to battleships in the right situations. Nonetheless, if kept in combat where she is able to maximize her strengths against enemy cruisers and destroyers, she is an exceptional ship in the hands of the right captain. | |
|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. --> | |||
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|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
? | '' | + | ''{{#var:ship_name}}''’s stock range isn't bad for her guns; what she needs most is increased survivability. Invest experience points into Hull (B) first, then go for the Fire Control Systems module. The Torpedo module upgrade is nothing more than a small bump to her torpedo damage, and can be left for last or skipped entirely. | |
|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
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|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
? | Level 1's Priority Target is a great skill for '' | + | Level 1's Priority Target is a great skill for ''{{#var:ship_name}}'' commanders, as it allows players to know when it is (theoretically) safe to expose their broadside in a turn without severe punishment. Level 2's best skill is Adrenaline Rush since it provides a massive DPM boost once your health drops low and thanks to your heal you can easily control your health. Jack of All Trades is a great skill after you've taken Concealment Expert since the skill reduces the cooldown of important consumables such as your {{Smoke Generator}} or {{Repair Party}}. Superintendent is recommended at Level 3 given how dependent ''{{#var:ship_name}}''’s performance is on effective use of her consumables. Basic Firing Training could also be taken if you plan on getting the most out of your AA and becomes a deadly combo when combined with Advanced Firing Training for more range. At Level 4, picking up Concealment Expert is first priority. Advanced Firing Training, Radio Position Finding, and Manual Fire Control for AA Armament are worthy of consideration later on; Manual Fire Control for AA Armament is a more attractive skill for subsequent ships in the line and is recommended if captains intend to move the commander to the next ship. | |
{{Commander Skills | {{Commander Skills | |||
| Priority Target = 3 | | Priority Target = 3 | |||
? | | Preventative Maintenance = | + | | Preventative Maintenance = 1 | |
| Expert Loader = | | Expert Loader = | |||
| Aircraft Servicing Expert = | | Aircraft Servicing Expert = | |||
| Direction Center for Catapult Aircraft = | | Direction Center for Catapult Aircraft = | |||
| Dogfighting Expert = | | Dogfighting Expert = | |||
? | | Incoming Fire Alert = | + | | Incoming Fire Alert = | |
| Evasive Maneuver = | | Evasive Maneuver = | |||
? | | High Alert = | + | | High Alert = | |
| Jack of All Trades = 3 | | Jack of All Trades = 3 | |||
| Expert Marksman = 1 | | Expert Marksman = 1 | |||
? | | Torpedo Acceleration = | + | | Torpedo Acceleration = | |
| Smoke Screen Expert = 1 | | Smoke Screen Expert = 1 | |||
| Expert Rear Gunner = | | Expert Rear Gunner = | |||
| Adrenaline Rush = 3 | | Adrenaline Rush = 3 | |||
? | | Last Stand = | + | | Last Stand = | |
? | | Survivability Expert = | + | | Survivability Expert = 2 | |
? | | Basics of Survivability = | + | | Basics of Survivability = | |
? | | Torpedo Armament Expertise = | + | | Torpedo Armament Expertise = | |
| Emergency Takeoff = | | Emergency Takeoff = | |||
| Basic Firing Training = 1 | | Basic Firing Training = 1 | |||
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* '''Slot 4:''' {{Smoke Generator}} '''or''' {{Spotting Aircraft}} '''or''' {{Catapult Fighter}} | * '''Slot 4:''' {{Smoke Generator}} '''or''' {{Spotting Aircraft}} '''or''' {{Catapult Fighter}} | |||
? | + | Though given the choice between Smoke Generator, Spotting Aircraft, and Catapult Fighter, ''{{#var:ship_name}}'' captains will want to stick with {{Smoke Generator}} given how lightly armored she is. Premium consumables are highly recommended across the board. Players looking to conserve credits (or doubloons) should stick with non-premium {{Hydroacoustic Search}}, but are encouraged to equip both {{Damage Control Party II}} and {{Repair Party II}}. | ||
? | Though given the choice between Smoke Generator, Spotting Aircraft, and Catapult Fighter, '' | + | ||
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> | |||
[[Ship:Camouflage#Standard 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. | [[Ship:Camouflage#Standard 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. | |||
? | Players who wish to spend doubloons can equip '' | + | Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 17 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns. | |
|Signals=<!-- write text about best set of signals below --> | |Signals=<!-- write text about best set of signals below --> | |||
? | Many of the enemy cruisers ''Fiji'' will run across in her games fire primarily high-explosive shells (such as ''[[Myoko]]'' and ''[[Shchors]]''), so equipping India Yankee ({{India Yankee|Size=18px}}) is a good idea if it is available for use. Because she has {{Repair Party}}, it's also recommended to mount India Delta ({{India Delta|Size=18px}}) improve her survivability. Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}) can be helpful in picking up useful module upgrades faster, such as the Fire Control System module (Mk VII mod. 2), which gives '' | + | Many of the enemy cruisers ''Fiji'' will run across in her games fire primarily high-explosive shells (such as ''[[Myoko]]'' and ''[[Shchors]]''), so equipping India Yankee ({{India Yankee|Size=18px}}) is a good idea if it is available for use. Because she has {{Repair Party}}, it's also recommended to mount India Delta ({{India Delta|Size=18px}}) improve her survivability. Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}) can be helpful in picking up useful module upgrades faster, such as the Fire Control System module (Mk VII mod. 2), which gives ''{{#var:ship_name}}'' decent range at her tier. | |
{{Signal Flags | {{Signal Flags | |||
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| Ouroboros = | | Ouroboros = | |||
| Hydra = | | Hydra = | |||
+ | | Basilisk = | |||
+ | ||||
+ | | Leviathan = | |||
+ | | Scylla = | |||
}} | }} | |||
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:Six (2x3) 533mm torpedo tubes | :Six (2x3) 533mm torpedo tubes | |||
=====Aicraft===== | =====Aicraft===== | |||
? | :One catapult | + | :One (1) catapult | |
? | :Two aircraft (Supermarine Walrus, | + | :Two (2) aircraft (Supermarine Walrus,<br> Fairey Swordfish or Fairey Seafox) | |
? | + | |||
}} | }} | |||
</div> | </div> | |||
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HMS ''Fiji'' was a Crown Colony-class light cruiser of the Royal Navy, named after the Pacific island group; the Crown colony of Fiji. She has been the only ship of the Royal Navy to bear the name. | HMS ''Fiji'' was a Crown Colony-class light cruiser of the Royal Navy, named after the Pacific island group; the Crown colony of Fiji. She has been the only ship of the Royal Navy to bear the name. | |||
? | The Crown Colony-class was designed in the aftermath of the Second London Naval treaty, where the size limit for cruisers was reduced from 10,000 tons to 8,000 tons. As a result, the Crown Colony-class made an attempt to keep the same armament of twelve 152mm (6-inch) guns as the previous Town-class cruisers, but on a smaller hull. To achieve this, the hull was shortened by 10 meters from the Southampton sub-class of the Towns, and the armor belt thickness was reduced to 3.5-inches (89mm), although the belt was now extended to cover the machinery spaces, as was used the ''[[Edinburgh]]'' sub-class of the Town class. Another feature inherited from the previous ''Edinburgh''’s was the Mk.XXIII turret for the 152mm Mk.XXIII gun, featuring the squared off edges on the face of the turret. However, the armor of the turrets was reduced from 114mm on the face to 51mm (2-inches) and from 51mm to 25.4mm (1-inch) on the rest of the turret. This saved 21 tons over the turrets used on ''Edinburgh''. The power of the machinery was also reduced to 72,500 shaft horsepower to save weight, thus reducing the ships top speed to 31.5 knots, as compared to 32.25 knots in the later Town | + | The Crown Colony-class was designed in the aftermath of the Second London Naval treaty, where the size limit for cruisers was reduced from 10,000 tons to 8,000 tons. As a result, the Crown Colony-class made an attempt to keep the same armament of twelve 152mm (6-inch) guns as the previous Town-class cruisers, but on a smaller hull. To achieve this, the hull was shortened by 10 meters from the Southampton sub-class of the Towns, and the armor belt thickness was reduced to 3.5-inches (89mm), although the belt was now extended to cover the machinery spaces, as was used the ''[[Edinburgh]]'' sub-class of the Town class. Another feature inherited from the previous ''Edinburgh''’s was the Mk.XXIII turret for the 152mm Mk.XXIII gun, featuring the squared off edges on the face of the turret. However, the armor of the turrets was reduced from 114mm on the face to 51mm (2-inches) and from 51mm to 25.4mm (1-inch) on the rest of the turret. This saved 21 tons over the turrets used on ''Edinburgh''. The power of the machinery was also reduced to 72,500 shaft horsepower to save weight, thus reducing the ships top speed to 31.5 knots, as compared to 32.25 knots in the later Town sub-classes. | |
Other features of the Crown Colony-class that differed from the Town-class was the use of straight funnels and masts, as opposed to the raked ones found on the Town-class, and the use of a transom stern. The after fire control position was mounted on the top of X-turret, as the more conventional position was found to be untenable when the after turrets fired towards the forward limits of their arcs. As a result of the armament on such a small hull, the ships proved very cramped and overcrowded in wartime conditions. | Other features of the Crown Colony-class that differed from the Town-class was the use of straight funnels and masts, as opposed to the raked ones found on the Town-class, and the use of a transom stern. The after fire control position was mounted on the top of X-turret, as the more conventional position was found to be untenable when the after turrets fired towards the forward limits of their arcs. As a result of the armament on such a small hull, the ships proved very cramped and overcrowded in wartime conditions. | |||
? | The second group of the Crown Colony-class, the ''Ceylon'' sub-class, restored the 80,000 shaft horsepower machinery of the Town-class and thus the top speed. This was achieved at the expense of X-turret, reducing the main armament to nine 152mm rifles, but this change enhanced the ships anti-aircraft outfit and eased living conditions for the crews, making them less cramped. The X-turret was removed from the ''Fiji'' sub-class as allowed later in the | + | The second group of the Crown Colony-class, the ''Ceylon'' sub-class, restored the 80,000 shaft horsepower machinery of the Town-class and thus the top speed. This was achieved at the expense of X-turret, reducing the main armament to nine 152mm rifles, but this change enhanced the ships anti-aircraft outfit and eased living conditions for the crews, making them less cramped. The X-turret was removed from the ''Fiji'' sub-class as allowed later in the Second World War, except for ''Nigeria'' where it was removed in 1954. | |
Although HMS ''Nigeria'' was laid down first, ''Fiji'' was launched and commissioned first, and hence gave her name to the first sub-class of the Crown Colony-class. | Although HMS ''Nigeria'' was laid down first, ''Fiji'' was launched and commissioned first, and hence gave her name to the first sub-class of the Crown Colony-class. |
Revision as of 21:13, 4 October 2018
152 mm/50 BL Mk.XXIII on a Mk.XXIII mount4 х 3 pcs. |
Rate of Fire7.5 shots/min. |
Reload Time8 sec. |
Rotation Speed7 deg./sec. |
180 Degree Turn Time25.71 sec. |
Firing Range13.97 km. |
Maximum Dispersion129 m. |
Chance of Fire on Target Caused by HE Shell0 % |
AP Shell152 mm AP 6crh Mk IV |
Maximum AP Shell Damage3,100 |
Initial AP Shell Velocity841 m./s. |
AP Shell Weight50.8 kg. |
102 mm/45 QF Mk.XVI on a Mk.XIX mount4 х 2 pcs. |
Firing Range5.6 km. |
Rate of Fire20 shots/min. |
Reload Time3 sec. |
HE Shell102 mm HE 35 lb |
Maximum HE Shell Damage1,500 |
Initial HE Shell Velocity811 m./s. |
Chance of Fire on Target Caused by HE Shell6 % |
533 mm TR Mk IV2 х 3 pcs. |
Rate of Fire0.83 shots/min. |
Reload Time72 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
Torpedo533 mm Mk IX |
Maximum Damage15,433 |
Torpedo Speed61 knot |
Torpedo Range8.01 km. |
102 mm/45 QF Mk.XVI on a Mk.XIX mount4 х 2 pcs. |
. . . Average Damage per Second37.6 |
. . . Firing Range5.01 km. |
20 mm Oerlikon Mk.I on a Mk.IIA mount5 х 1 pcs. |
. . . Average Damage per Second18 |
. . . Firing Range2.01 km. |
20 mm Oerlikon Mk.II on a Mk.V mount6 х 2 pcs. |
. . . Average Damage per Second36.6 |
. . . Firing Range2.01 km. |
40 mm/39 Vickers QF Mk.VIII on a Mk.VI mount2 х 8 pcs. |
. . . Average Damage per Second39.6 |
. . . Firing Range2.49 km. |
Maximum Speed32.5 knot |
Turning Circle Radius670 m. |
Rudder Shift Time12.1 sec. |
Surface Detectability Range11.17 km. |
Air Detectability Range6.44 km. |
Fiji — British Tier VII cruiser.
A further development of a multi-purpose cruiser ship for the Royal Navy. Despite the fact that the ship's displacement was limited by international treaties, she carried numerous rapid-firing main guns.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
If Tier VI's Leander is considered "settling in" to the back half of the British cruiser line, then the best advice for captains embarking aboard Tier VII's Fiji for the first time is "buckle up and enjoy the ride".
Fiji maintains the branch's theme of 152mm main battery rifles, but moves up to mounting twelve of them in four triple-barrel turrets. As such, she is considerably up-gunned from Leander, and successors Edinburgh and Neptune boast identical configurations. At eight rounds per minute (a 7.5 second reload time), her main battery boasts the best rate of fire of all Tier VII cruisers, and she retains the 8.0 km maximum torpedo range of Leander’s upgraded torpedoes. Her unique mix of main battery and longer range torpedoes allow Fiji to hang in fights with equal-tier cruisers of other nations, and maintains her as a threat to enemy destroyers who wander too close.
First-time Fiji captains may think that she feels big for a light cruiser, and they're right. She has an increased beam over Leander, which allowed her designers to fit triple-barreled turrets on her hull. There's a subsequent increase to her detection radius, but she retains most of Leander’s handling characteristics; Fiji’s turning circle is tighter, and her rudder shift is — for all intents and purposes — the same. Her anti-aircraft suite is satisfactory if unremarkable, and is approximately on par with German counterpart Yorck.
Despite the British cruiser reputation for light armor, Fijii's belt armor is a surprisingly respectable 114 mm — much better Russian Tier VII cruiser Shchors, and at least competitive with the armor protection of other nations — and can bounce a surprising amount of shells when angled. However, her citadel is long and her athwartship armor is quite weak, so it is still inadvisable to attempt to bow-tank.
Just like Leander, Fiji works best with friendly ships around. She's ideal for backing up allied destroyers, though she can even cause significant damage to battleships in the right situations. Nonetheless, if kept in combat where she is able to maximize her strengths against enemy cruisers and destroyers, she is an exceptional ship in the hands of the right captain.Pros:
- Good main battery range (15.4 km fully upgraded).
- Highly effective against enemy cruisers and destroyers.
- Guns can devastate enemy battleships if stealth can be maintained.
- Retains access to the Repair Party consumable.
- Excellent main battery guns in a user-friendly layout.
- Below average detection range (i.e. good stealth).
- Excellent handling characteristics; quick rudder shift and tight turning circle.
- Best belt armor in the line, especially for her tier.
Cons:
- Long citadel and weak athwartship armor.
- Fairly ineffective against angled enemy battleships.
- Anti-aircraft suite is merely average.
- Though her maximum range is respectable, her shell velocity drops off sharply and makes landing hits difficult past medium range.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Fiji are as follows:
- Slot 1: Main Armaments Modification 1 *
- Slot 2: Damage Control System Modification 1 *
- Slot 3: Aiming Systems Modification 1 *
- Slot 4: Steering Gears Modification 2
Upgrade Slot 1 allows players to mount one of two viable options. Main Armaments Modification 1 is a generally viable choice, but players wishing to specialize for anti-aircraft duties should mount Auxiliary Armaments Modification 1 .
Upgrade Slot 2 offers captains the ability to mount a special upgrade.Captains with access to Hydroacoustic Search Modification 1 would be well-advised to equip it in this slot.
Upgrade Slot 3 offers choices for specialization in different roles. Aiming Systems Modification 1 should be equipped for ship to ship combat. AA Guns Modification 2 () is a good choice to provide additional defense against aircraft.
Upgrade Slot 4 is a no-brainer. Prefer improved maneuverability to flooding resistance.
Commander Skills
Level 1's Priority Target is a great skill for Fiji commanders, as it allows players to know when it is (theoretically) safe to expose their broadside in a turn without severe punishment. Level 2's best skill is Adrenaline Rush since it provides a massive DPM boost once your health drops low and thanks to your heal you can easily control your health. Jack of All Trades is a great skill after you've taken Concealment Expert since the skill reduces the cooldown of important consumables such as your Smoke Generator or Repair Party . Superintendent is recommended at Level 3 given how dependent Fiji’s performance is on effective use of her consumables. Basic Firing Training could also be taken if you plan on getting the most out of your AA and becomes a deadly combo when combined with Advanced Firing Training for more range. At Level 4, picking up Concealment Expert is first priority. Advanced Firing Training, Radio Position Finding, and Manual Fire Control for AA Armament are worthy of consideration later on; Manual Fire Control for AA Armament is a more attractive skill for subsequent ships in the line and is recommended if captains intend to move the commander to the next ship.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★ |
|
|
|
|
|
|
2 |
|
★★★ |
★ |
|
★ |
|
★★★ |
|
3 |
|
★★ |
|
|
★ |
★★★ |
|
★★ |
4 |
|
|
|
|
★ |
|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Fiji can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Repair Party
- Slot 3: Hydroacoustic Search
- Slot 4: Smoke Generator or Spotting Aircraft or Catapult Fighter
Though given the choice between Smoke Generator, Spotting Aircraft, and Catapult Fighter, Fiji captains will want to stick with Smoke Generator given how lightly armored she is. Premium consumables are highly recommended across the board. Players looking to conserve credits (or doubloons) should stick with non-premium Hydroacoustic Search , but are encouraged to equip both Damage Control Party II () and Repair Party II ().
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.
Players who wish to spend doubloons can equip Fiji with Type 17 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
Signals
Many of the enemy cruisers Fiji will run across in her games fire primarily high-explosive shells (such as Myoko and Shchors), so equipping India Yankee () is a good idea if it is available for use. Because she has Repair Party , it's also recommended to mount India Delta () improve her survivability. Equal Speed Charlie London (🚫) can be helpful in picking up useful module upgrades faster, such as the Fire Control System module (Mk VII mod. 2), which gives Fiji decent range at her tier.
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★★ |
|
|
|
|
|
★ |
|
★ |
★★ |
★★ |
★★★ |
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery