Moskva
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
At the peak of the Russian Cruiser line, Moskva is what is considered to be a ship more battleship than cruiser. As the first heavy cruiser in the entire Russian line, her playstyle is very unique compared to most cruises of its tier, and is both a difficult and easy ship to control. Moskva to many players can be considered a contradicting ship. While the guns are only a little bigger compared to the other cruisers of the same tier, they have a long base range of 19.4km, have similar HE performance to the IJN heavy cruisers, and the AP is comparable to a battleship in terms of raw damage and pen. It is quite possible to citadel even battleships below 10 km with them, and the HE performs just as well. The armor is very strong in this ship, featuring 50mm plating and a 50mm "icebreaker" bow covering over half the bow itself, allowing to bounce even Yamato and Musashi levels of shells when properly angled. She is also fast, with a base speed of 34.5 knots, and with the largest base health of the tech tree cruisers, she is comparable to a t8 battleship. However this strong ship has some significant weaknesses. The most obvious is that the ship is large, has the worst concealment, and has over 1000m turning circle radius. These flaws mean that poor positioning is a death sentence; even though you are significantly tankier than most cruisers, once you are focused by the enemy you are going to be punished with no opportunity to flee. Moskva has an extremely high citadel, and coupled with her large turning circle radius means that she will be easily punished. The ship also has the worst AA of any t10 cruiser, and while it has good long range AA when you build for it, she has so few that a couple of HE salvos mean that your AA will be immediately neutered; taking Template:Defensive Fire is at best used for self defense and even then a competent carrier can and will destroy Moskva easily.
Moskva is a double edged ship. On one hand, her armor, firepower, and survivability make this ship practically another battleship concealed in a cruiser slot, favoring good players and proper positioning. On the other hand, her large profile, clumsy handling, poor AA, and high citadel means that bad players will have a hard time if they play too arrogantly. In short, Moskva is a well suited ship to claim the top tier spot for the Russian line; Tame her power and she will serve you well, but if you are unworthy she will be a stronger enemy than the opponent.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.
- Base detection of 18 km and 13.8km at its lowest, meaning 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: Main Armaments 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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★★ |
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★★ |
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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.