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Neptune

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Neptune
Neptune_wows_main.jpg
Cruiser | U.K. | Tier IX
Tech Tree Position
Edinburgh
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Neptune_icon_small.png
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Minotaur
stock
 top
General
Research price173000 exp
Purchase price13,600,000 Credits
Hit Points39,900 
Main Battery
152 mm/50 BL Mk.XXIII on a Mk.XXV mount4 х 3 pcs.
Rate of Fire12.5 shots/min.
Reload Time4.8 sec.
Rotation Speed10 deg./sec.
180 Degree Turn Time18 sec.
Firing Range15.04 km.
Maximum Dispersion147 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP Mk V 
Maximum AP Shell Damage3,200 
Initial AP Shell Velocity768 m./s.
AP Shell Weight58.85 kg.
Secondary Armament #1
113 mm/45 QF Mk.V on an RP41 Mk.VI mount6 х 2 pcs.
Firing Range6.95 km.
Rate of Fire20 shots/min.
Reload Timesec.
HE Shell113 mm HE Mk XVI 
Maximum HE Shell Damage1,600 
Initial HE Shell Velocity746 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm QR Mk II4 х 4 pcs.
Rate of Fire0.63 shots/min.
Reload Time96 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IX** 
Maximum Damage15,533 
Torpedo Speed62 knot
Torpedo Range9.99 km.
AA Defense
152 mm/50 BL Mk.XXIII on a Mk.XXV mount4 х 3 pcs.
. . . Average Damage per Second86.4 
. . . Firing Rangekm.
113 mm/45 QF Mk.V on an RP41 Mk.VI mount6 х 2 pcs.
. . . Average Damage per Second106.8 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk.I on a Mk.IIA mount14 х 1 pcs.
. . . Average Damage per Second50.4 
. . . Firing Range2.01 km.
40 mm/56 OQF Mk.XI on a Mk.V mount10 х 2 pcs.
. . . Average Damage per Second123 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed33.5 knot
Turning Circle Radius790 m.
Rudder Shift Time15.1 sec.
Concealment
Surface Detectability Range12.76 km.
Air Detectability Range8.52 km.
Battle Levels
12345678910
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IX
Ship_PBSC109_Neptune.png
13,600,000

Neptune — British Tier IX cruiser.

Work on a new-generation light cruiser started in February 1944. The designers used the Edinburgh-class and U.S. Cleveland-class cruisers as a basis. The first draft designs were completed in March; the result of their development was Project Y. The lead ship of this series was to be named Neptune; however, the construction of the Worcester-class cruisers in the U.S. showed that light cruisers with high gun-elevation angles were no longer seen as cutting-edge, so British designers resumed their search for new solutions.

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)
152 mm/50 BL Mk.XXIII on a Mk.XXV mount12.5181473,200 01,000,000
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)
Neptune (A)39,900131024614/10/6/44 01,300,000
Neptune (B)44,900131024614/10/6/44 42,0003,000,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
533 mm Mk IX**0.6967.215,5336210 01,200,000
533 mm Mk IXM0.6967.216,7666210 20,0001,800,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk IX mod. 10 0900,000
Mk IX mod. 20 22,0002,000,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 110,000 hp33.5 0800,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System 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
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Steering Gears Modification 1
Depth Charges 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
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion

Performance

Neptune represents the pinnacle of evolution for the Royal Navy's twelve-gun cruisers and is the last ship in the British cruiser line to sport the triple-barreled, quadruple turret configuration that captains of Fiji and Edinburgh are well-acquainted with by this point.

Luckily for veterans of the line, Neptune improves upon Edinburgh in most respects. She upgrades from the Mk XXIII 152mm rifle of her immediate predecessors to the Mk XXV, improving her main battery reload time by a third and dropping it to 5.0 seconds. The range of her fancy new guns is a respectable 16.5 km when fully upgraded; they do lose some initial shell velocity, but it's barely noticeable and translates to only an extra 0.25 seconds of flight time at maximum range. Neptune’s anti-aircraft suite is one of the most punishing in the game — especially with a commander who has the Tier 4 skill Manual Fire Control for AA Armament — as her new Mk XXV main battery guns also function as dual-purpose guns and provide a significant contribution to her AA. Her stock torpedoes have a 10.0 km range, and she has a lot of them: two quadruple-tube launchers per side.

She retains both Edinburgh’s greatly improved Repair Party and access to Surveillance Radar, but her detection range is notably higher; indeed, Neptune has the highest detection radius of all British cruisers. While this impairs her ability to close with and actively hunt enemy destroyers, it isn't a serious handicap as long as her commander has the Concealment Expert skill.

On the downside, she has slightly less armor protection than Edinburgh, so Neptune captains under fire from battleships or caught broadside to enemy cruisers with armor-piercing rounds loaded should expect to be punished severely. Her weak protection makes the decision between equipping Surveillance Radar and Smoke Generator a challenging one. Her maneuverability is also comparable to Edinburgh — her turning radius and rudder shift time are very similar — but Neptune is a bulkier, longer ship and will have a difficult time evading incoming rounds.

Neptune is capable of performing well as long as her captain keeps her guns pumping rounds at enemy cruisers and destroyers and keeps her far away from enemy battleships.

Pros:

  • Outstanding main battery armament: her twelve 152mm rifles have an excellent rate of fire and turret traverse time, as well as contributing to her anti-aircraft defenses.
  • Lots of long range torpedoes (10.0 km) with better reload times than most other torpedo-armed cruisers at her tier.
  • First-rate anti-aircraft suite; wrecks planes if her commander has the Manual Fire Control for AA Armament skill.
  • Has access to an enhanced version of Repair Party that allows her to regenerate large amounts health.
  • Can equip either Smoke Generator or Surveillance Radar.

Cons:

  • Large detection radius. Concealment Expert and Concealment System Modification 1 are virtually required to play Neptune to her fullest.
  • Very weak armor; she can bounce 152mm rounds at certain angles, but will be easily penetrated by shells larger than that.
  • Citadel rides quite high above the waterline.

Research

As with Edinburgh her stock range is sufficient. Research Hull (B) first, followed by the Fire Control System upgrade. The Torpedo upgrade is very marginal, and can either be skipped or picked up after unlocking Minotaur.

Optimal Configuration

Unlike Edinburgh, Neptune can't get her detection radius low enough to match her Surveillance Radar range. She's still best when fully rigged for stealth; the question becomes how many points her captain is willing to sink into her anti-aircraft suite.

Upgrades

Neptune really only has two upgrades that could be considered captain's choice: Upgrade Slot 2 and Upgrade Slot 3. Nearly every other slot will likely be filled with an obvious choice — such as Main Armaments Modification 1 in Upgrade Slot 1 — or a required one, like Concealment Systems Modification 1 in Upgrade Slot 6. Damage Control System Modification 1 is the recommended pick for Upgrade Slot 4, and Steering Gears Modification 2 is the best choice for Upgrade Slot 5.

Anti-Aircraft Build: As good as Neptune’s anti-aircraft armament is, she doesn't have access to the Defensive AA Fire consumable. With the right set of skills and upgrades, however, captains will barely notice. Her air detection range drops to 7.2 km at maximum stealth, while her anti-aircraft guns can be pushed to a maximum range of 8.6 km by equipping AA Guns Modification 2 in Upgrade Slot 2 and taking Advanced Firing Training on her commander. While this sounds advantageous, Neptune cannot detect planes on her own at that range, making stacking the range upgrades less than optimal. Rather than Advanced Firing Training, captains wishing to max out their Neptune’s AA capabilities should keep AA Guns Modification 2, then invest in Manual Fire Control for AA Armament as a Tier 4 commander skill and combine it with AA Guns Modification 3 in Upgrade Slot 3. This mix of upgrades and skills gives Neptune one of the most punishing AA bubbles available to any ship in the game — even without Defensive AA Fire — and optimizes it so that her AA bubble matches her air detection radius.

Generalist Build: Captains who are less concerned about filling an air defense role with their Neptune are better off equipping Aiming Systems Modification 1 in Upgrade Slot 2 and Main Battery Modification 3 in Upgrade Slot 3.

Commander Skills

Anti-Aircraft Build: Basic Firing Training at Tier 1, Expert Marksman at Tier 2, Superintendent at Tier 3, Manual Fire Control for AA Armament at Tier 4, and Concealment Expert at Tier 5.

Neptune is the only ship in the game that has both an outer and middle AA ring eligible for the bonus from Manual Fire Control for AA Armament.

Generalist Build: Basics of Survivability or Basic Firing Training at Tier 1, Expert Marksman at Tier 2, Superintendent at Tier 3, Survivability Expert or Advanced Firing Training at Tier 4, and Concealment Expert at Tier 5.

Consumables

Regardless of how her upgrades and commander skills are organized, Neptune lives and dies by intelligent usage of her available consumables. Premium versions are recommended of ALL consumables, but priority should be given to Damage Control Party II and Repair Party II which both directly impact her survivability.

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 Neptune with Type 19 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.

Signals

Captains who opted for the Anti-Aircraft Build recommended above are encouraged to equip a November Echo Setteseven signal flag in order to maximize Neptune’s AA output. Regardless of configuration, India Delta and November Foxtrot flags are also recommended for use.

Gallery

Historical Gallery


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