Moskva
Revision as of 07:48, 27 April 2018 Corrected Spelling in the pros and cons section. | Revision as of 23:11, 10 May 2018 Added 3D model, Upgrades, Consumables, Camouflage, and Signals sections. | |||
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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. --> | |||
? | A ship designed and intended to destroy light enemy cruisers and fight against heavy cruisers (Project 66). Unlike her foreign counterparts, she boasted bigger dimensions and better armor protection. The cruiser's main battery surpassed foreign guns in maximum range and destructive power but had a lower rate of fire. | + | A ship designed and intended to destroy light enemy cruisers and fight against heavy cruisers (Project 66). Unlike her foreign counterparts, she boasted bigger dimensions and better armor protection. The cruiser's main battery surpassed foreign guns in maximum range and destructive power but had a lower rate of fire. <br><br>{{Model3DViewer|8223f28d47a14e6d8e2fd137e9ff82e0}} | |
|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
? | + | ''Moskva'' is a unique ship to end the Russian cruiser line, acting more like a battleship than a cruiser. While the guns are only a little bigger compared to the other cruisers of the same tier, they hit like battleship guns with their insane velocity and heavy shells. It is quite possible to citadel even battleships below 10 km with them, and the HE performs just as well. However, ''Moskva'' is also a glass cannon because it lacks armor in vital areas, relying on angling done by the player instead. To angle in ''Moskva'' you must not go bow-in, as your bow only has 25mm of armor which will get overmatched by every Battleship you face, meaning that it cannot bounce shells regardless of the angle. Instead you angle in a way that baits your opponent to shoot at your armored belt, where the 50mm plating will easily bounce even the biggest shells fired at you. The angle for this is somewhere around 30° towards your target. The ship has its weaknesses however, as going broadside to anyone at close range will likely result in a lot of citadel hits on yourself. In addition, the ship gets detected at the same range as battleships, the AA is mediocre at best, and it turns like a truck. | ||
It is worth noting, that the 760 meter turning circle is '''incorrect.''' [https://www.reddit.com/r/WorldOfWarships/comments/7mxh3c/moskvas_turning_radius_stat_is_wrong/ Source.] | It is worth noting, that the 760 meter turning circle is '''incorrect.''' [https://www.reddit.com/r/WorldOfWarships/comments/7mxh3c/moskvas_turning_radius_stat_is_wrong/ Source.] | |||
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|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. --> | |||
? | + | * Huge amount of HP, equivalent to Tier VIII battleships. | ||
? | * Huge amount of HP, equivalent to Tier VIII | + | ||
* Longest gun range of any cruiser in the game, which can be boosted to 22.6km with the right equipment modules. | * Longest gun range of any cruiser in the game, which can be boosted to 22.6km with the right equipment modules. | |||
* Fast, at 34.5 knots top speed. | * Fast, at 34.5 knots top speed. | |||
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* As per usual with Soviet cruisers, the citadel is located high up in the hull. | * As per usual with Soviet cruisers, the citadel is located high up in the hull. | |||
* Although it has equivalent HP to Tier VIII battleships, it doesn't have the armor to back it up in certain places and cannot take hits for an extended period of time. | * Although it has equivalent HP to Tier VIII battleships, it doesn't have the armor to back it up in certain places and cannot take hits for an extended period of time. | |||
+ | ||||
+ | |Research=<!-- write text about priority sequence of research below --> | |||
+ | Since it is a Tier 10 cruiser, there is nothing to research. | |||
+ | ||||
+ | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
+ | ||||
+ | |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> | |||
+ | The recommended upgrades for ''{{#var:ship_name}}'' are as follows: | |||
+ | * '''Slot 1''': {{Main Armament Modification 1}} | |||
+ | * '''Slot 2''': {{Damage Control System Modification 1}} | |||
+ | * '''Slot 3''': {{AA Guns Modification 2}} | |||
+ | * '''Slot 4''': {{Damage Control System Modification 2}} | |||
+ | * '''Slot 5''': {{Concealment System Modification 1}} | |||
+ | * '''Slot 6''': {{Main Battery Modification 3}} | |||
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
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{{Commander Skills | {{Commander Skills | |||
| Priority Target = 3 | | Priority Target = 3 | |||
? | | Preventative Maintenance = | + | | Preventative Maintenance = 2 | |
| Expert Loader = 2 | | Expert Loader = 2 | |||
| Aircraft Servicing Expert = | | Aircraft Servicing Expert = | |||
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| Evasive Maneuver = | | Evasive Maneuver = | |||
? | | High Alert = | + | | High Alert = 2 | |
| Jack of All Trades = 2 | | Jack of All Trades = 2 | |||
? | | Expert Marksman = | + | | Expert Marksman = 1 | |
| Torpedo Acceleration = | | Torpedo Acceleration = | |||
| Smoke Screen Expert = | | Smoke Screen Expert = | |||
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| Manual Fire Control for Secondary Armament = | | Manual Fire Control for Secondary Armament = | |||
| Fire Prevention = 2 | | Fire Prevention = 2 | |||
? | | Inertia Fuse for HE Shells = | + | | Inertia Fuse for HE Shells = | |
| Air Supremacy = | | Air Supremacy = | |||
| Advanced Firing Training = 2 | | Advanced Firing Training = 2 | |||
| Manual Fire Control for AA Armament = 1 | | Manual Fire Control for AA Armament = 1 | |||
? | | Radio Position Finding = | + | | Radio Position Finding = | |
| Concealment Expert = 3 | | Concealment Expert = 3 | |||
+ | }} | |||
+ | ||||
+ | |Consumables=<!-- write text about selection of Consumables below --> | |||
+ | ''{{#var:ship_name}}'' can equip the following consumables: | |||
+ | * '''Slot 1:''' {{Damage Control Party}} | |||
+ | * '''Slot 2:''' {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}} | |||
+ | * '''Slot 3:''' {{Surveillance Radar}} | |||
+ | * '''Slot 4:''' {{Repair Party}} | |||
+ | ||||
+ | |Camouflage=<!-- write text about useful camouflage below --> | |||
+ | [[Ship:Camouflage#Standard 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 ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 20 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 --> | |||
+ | {{Signal Flags | |||
+ | | November Echo Setteseven = 2 | |||
+ | | Mike Yankee Soxisix = | |||
+ | | India X-Ray = 3 | |||
+ | | Juliet Whiskey Unaone = | |||
+ | | Victor Lima = 3 | |||
+ | | Hotel Yankee = | |||
+ | ||||
+ | | November Foxtrot = 3 | |||
+ | | Sierra Mike = 3 | |||
+ | | India Delta = 3 | |||
+ | | Juliet Yankee Bissotwo = | |||
+ | | India Yankee = 1 | |||
+ | | Juliet Charlie = 1 | |||
+ | ||||
+ | | Zulu = | |||
+ | | India Bravo Terrathree = | |||
+ | | Equal Speed Charlie London = 3 | |||
+ | | Zulu Hotel = 2 | |||
+ | | Papa Papa = | |||
+ | ||||
+ | | Wyvern = | |||
+ | | Red Dragon = 3 | |||
+ | | Dragon Flag = 2 | |||
+ | | Ouroboros = | |||
+ | | Hydra = | |||
}} | }} | |||
Revision as of 23:11, 10 May 2018
220 mm/65 on an SM-6 mount3 х 3 pcs. |
Rate of Fire5.8 shots/min. |
Reload Time10.35 sec. |
Rotation Speed5.5 deg./sec. |
180 Degree Turn Time32.73 sec. |
Firing Range19.44 km. |
Maximum Dispersion167 m. |
HE ShellHE-23 |
Maximum HE Shell Damage3,100 |
Chance of Fire on Target Caused by HE Shell17 % |
Initial HE Shell Velocity985 m./s. |
HE Shell Weight176 kg. |
AP ShellAP-23 |
Maximum AP Shell Damage5,800 |
Initial AP Shell Velocity985 m./s. |
AP Shell Weight176 kg. |
130 mm/60 on a BL-109A mount4 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
HE ShellHE-42 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity950 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
130 mm/60 on a BL-109A mount4 х 2 pcs. |
. . . Average Damage per Second111.6 |
. . . Firing Range5.7 km. |
45 mm SM-20-ZIF mount6 х 4 pcs. |
. . . Average Damage per Second123.6 |
. . . Firing Range3.51 km. |
25 mm 110-PM on a 4М-120 mount6 х 4 pcs. |
. . . Average Damage per Second50.4 |
. . . Firing Range3.09 km. |
Maximum Speed34.5 knot |
Turning Circle Radius1 050 m. |
Rudder Shift Time10.9 sec. |
Surface Detectability Range17.46 km. |
Air Detectability Range9.38 km. |
Moskva — Soviet special premium Tier X cruiser.
A ship designed and intended to destroy light enemy cruisers and fight against heavy cruisers (Project 66). Unlike her foreign counterparts, she boasted bigger dimensions and better armor protection. The cruiser's main battery surpassed foreign guns in maximum range and destructive power but had a lower rate of fire.
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
Moskva is a unique ship to end the Russian cruiser line, acting more like a battleship than a cruiser. While the guns are only a little bigger compared to the other cruisers of the same tier, they hit like battleship guns with their insane velocity and heavy shells. It is quite possible to citadel even battleships below 10 km with them, and the HE performs just as well. However, Moskva is also a glass cannon because it lacks armor in vital areas, relying on angling done by the player instead. To angle in Moskva you must not go bow-in, as your bow only has 25mm of armor which will get overmatched by every Battleship you face, meaning that it cannot bounce shells regardless of the angle. Instead you angle in a way that baits your opponent to shoot at your armored belt, where the 50mm plating will easily bounce even the biggest shells fired at you. The angle for this is somewhere around 30° towards your target. The ship has its weaknesses however, as going broadside to anyone at close range will likely result in a lot of citadel hits on yourself. In addition, the ship gets detected at the same range as battleships, the AA is mediocre at best, and it turns like a truck.
It is worth noting, that the 760 meter turning circle is incorrect. Source.Pros:
- Huge amount of HP, equivalent to Tier VIII battleships.
- Longest gun range of any cruiser in the game, which can be boosted to 22.6km with the right equipment modules.
- Fast, at 34.5 knots top speed.
- Powerful guns, able to even citadel battleships at close range with AP, while setting a lot of fires as well with HE.
- Guns have the fastest velocity for main battery, at 985 m/s, means you will land hits even at maximum range.
- Despite the description of "lower rate of fire", Moskva’s guns actually fire faster than her predecessor.
- Angling with the bow is very easy to achieve, and her deck armor is enough to bounce most shells with proper angling.
- Armor is actually decent for a Russian cruiser, you can shrug off hits from long range if you maneuver.
Cons:
- Massive size for a cruiser; as large as some battleships.
- Turns slowly, actual turning circle is over 1000 meters.
- Anti-aircraft defense is bad, use Defensive Fire as much as you can.
- Turrets can break very easily if penetrated as well as lack sloping on the face plates so they don't bounce shells.
- Detected at 18 km, you will take lots of hits as soon as you get detected.
- Lacks torpedoes unlike most Russian cruisers.
- As per usual with Soviet cruisers, the citadel is located high up in the hull.
- Although it has equivalent HP to Tier VIII battleships, it doesn't have the armor to back it up in certain places and cannot take hits for an extended period of time.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Moskva are as follows:
- Slot 1: Template:Main Armament Modification 1
- Slot 2: Damage Control System Modification 1
- Slot 3: AA Guns Modification 2 ()
- Slot 4: Damage Control System Modification 2
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3
Commander Skills
Moskva plays as a fire-support vessel, but has enough HP to tank quite a few hits if necessary. As a result, commanders should be trained in a similar fashion as battleships, but keep in mind you cannot tank hits for an extended period of time.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★★ |
★★ |
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★ |
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2 |
★★ |
★★ |
★ |
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|
|
★★★ |
★ |
3 |
★★ |
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★ |
★★★ |
★★★ |
★★ |
4 |
|
★★ |
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|
★★ |
|
|
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Moskva can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Surveillance Radar
- Slot 4: Repair Party
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 Moskva with Type 20 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
Recommended Signal Flags | |||||
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Combat | |||||
★ |
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★ |
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★★★ |
★★★ |
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★★ |
★★★ |
★★★ |
★★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.