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Dread_Pirate_BlackHeart

Munchen Impressions

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Alpha Tester
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first impressions at 5 random battles:

Munchen has great speed, reload, HE is great, AP is great, AA is ok.

Turn speed is a little sluggish, is option for rudder but have to either take rudder or acceleration boost in same slot. Feels like large turn radius. I have gone with acceleration boost due to high speed of ship.

Armour non existent, if a BB shoots you, you will be hurt very bad, (I don't seem to get overpenned). And you will hurt bad from any angle you try to turn armour to shot. I was 160-180 degrees stern to threat, and ate a 12k dmg AP hit.

Camps well behind islands or in "teammates" smoke (doesn't suffer the 8km detection penalty the anchorage gets).

Run and gun plays like Atlanta.

VERY LIMITED on options, hydro 5.5kms OR improved AA, and fighter launch is other slot.

Excellent concealment 9. something kms with all conceal boosts.

Torpedoes are the typical german naval with 6 km range and 64 knots. Very situational, you won't get too close to many enemies alive, with this armour.

I've built for stealth and main guns, accuracy +7%, DE, concealment, on a 10 point Captain.

I'll add BFT and AFT to boost the AA as skills progress, probably today the CV players will know their planes can score epic damage on Munchen, unless the powerful rockets over pen???.

Size wise, its small and narrow, doesn't sit high in the water, but BBs haven't yet had too much trouble hitting me from 15-18 kms, so I try to see if BB guns are facing away from my attack direction, same play style as Atlanta, to try and preserve HP.

Already have fighter one slot, so might do better taking hydro, and often I'm encountering dds at close ranges, other sides of same island etc.

Fire setting chance is 10% with DE, and Munchen seems to do well setting fires (during the honeymoon period).

Already had a couple games up around the 100k dmg mark.

Stats 4 games so far:

50% win rate (means nothing), avg dmg 46k, (DOUBLE that of Anchorage).

Total aircraft destroyed 12, most in one battle 6 ( this is facing both tier 6 and 8 cv in one game, multiple times). So AA is average and won't save you. Maybe BFT and AFT will help.

main guns accuracy 25%, with 7% accuracy booster. Shots at longer ranges are very floaty, but if you have Atlanta, you know what to expect.

ALL BBs I lay HE spam onto have turned to run so far....cruisers will take me on, dds kinda run around in circles then die. CV don't scare, they just attack, even tier 6 cv.

Overall, great little ship, fun factor is there.

As before, I'll add and change up facts as I find them after 20 battles if necessary.

I wouldn't call the ship OP or UP but [insert disclaimer] nicely balanced in the hands of a 45%er.

Edited by Dread_Pirate_BlackHeart
Added rudder shift option over acceleration boost, same slot.
  • Cool 4

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[NOOB1]
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@Max_Battle

For the benefit of all, please tell us how you play her so far - you seem to be getting great results.

Also what difference  in playstyle between randoms vs Operations - if you have that experience so far  ?

thanks D

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[CLAY]
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23 minutes ago, Dano07 said:

@Max_Battle

For the benefit of all, please tell us how you play her so far - you seem to be getting great results.

Also what difference  in playstyle between randoms vs Operations - if you have that experience so far  ?

thanks D

Easy great boat for Narai, easy.

Apart from that only a couple of coops so far.

Very squishy.

Very shooty.

Stay at range.

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[IJN]
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7 minutes ago, Max_Battle said:

Very squishy.

Very shooty.

Stay at range.

hmmm, I wonder where i've seen this before...

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[NOOB1]
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Its looks great for Ops

I am thinking it could be more problematic for randoms with its poor armor : if u see T9 hide behind islands ( Helena ) using shell arcs and if u see T7  be more open water/keep Max distance and set fires ( Scholars ) ?

And I suppose for Co-op try not to be targeted first - let someone else tank while you spam ; the longer the battle the better numbers.

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Alpha Tester
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5 games, 2 as top of team and the wins, 1 as top 3 in team and 2 lower placed early exits due to evapouration of armour and rapid team failings.

All in randoms, its great in randoms.

Using islands for cover seems so much easier than if was playing Anchorage.

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[NOOB1]
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18 minutes ago, Dread_Pirate_BlackHeart said:

5 games, 2 as top of team and the wins, 1 as top 3 in team and 2 lower placed early exits due to evapouration of armour and rapid team failings.

Seems If left alone it can really hurt the red team ( DoT:  damage over time )  - I used to rack up good numbers in Scholars when ignored/underestimated at the red teams peril. 

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Alpha Tester
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yep the HE is great for dmg alone not counting fires.

It can take a while to spread enemy out and pick your attacking line, but if you get it right, you get to spam HE onto BBs.

They will love you for it 🙂

 

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[KAMI]
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Most cruisers don't get armour that can bounce same tier BB AP. Thats not a weakpoint.

Wouldn't compare with Atlanta because Atlanta has even less armour than DDs.

Although german CL like Nurnberg do have a citadel that could be overmatch, not sure if Munchen fixes that issue.

 

Looking at the wiki...

Turn radius looks good, only beaten by Yorck. Rudder looks average.

Range is good. Typical of German ships.

Concealment is... amazing? Either the wiki is wrong or the concealment is among the best of all cruisers.

Rather small DPM increase from Nurnberg, not a lot. Probably explains why the other stats are looking good.

Turret setup still makes Nurnberg a better kiter, while Munchen can go either way. The turn radius and rudder is useful here.

IFHE changes have also made German CL among the best firestarters, because everyone else got halved by a skill you don't need. Go set lots of fires.

 

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[BLESS]
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1 hour ago, Verytis said:

Concealment is... amazing? Either the wiki is wrong or the concealment is among the best of all cruisers.

That's her gimmick, since you don't get smoke or armor or (long range) torps or railguns.

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4 hours ago, Rina_Pon said:

That's her gimmick, since you don't get smoke or armor or (long range) torps or railguns.

This reminds me of another premium called Ochakov, and a review article about her. Would Munchen be effective in anti-destroyer roles considering her fast speed, quick reload, good concealment and German hydro?

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1 hour ago, Project45_Opytny said:

This reminds me of another premium called Ochakov, and a review article about her. Would Munchen be effective in anti-destroyer roles considering her fast speed, quick reload, good concealment and German hydro?

Yes, the similarity had crossed my mind, but Ochakov's thing is RADAR, hydro is a lot harder to make work in the same situation. To be close enough to use hydro means you are going going to see incoming from enemy BBs and that's where the whole "no armor" part puts a wrench in the gameplan. More likely this is just a T7 Nurnberg, to be played as such.

I'm not going to label it "cash grab", but WG probably saw the popularity of Mainz and pushed out Munchen figuring a T7 KM light cruiser would also sell well. Thing is, Mainz is basically 155mm Hipper, while for some reason Munchen is 155mm York but with the armor removed.

Edited by Rina_Pon

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[KAMI]
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3 hours ago, Rina_Pon said:

I'm not going to label it "cash grab", but WG probably saw the popularity of Mainz and pushed out Munchen figuring a T7 KM light cruiser would also sell well. Thing is, Mainz is basically 155mm Hipper, while for some reason Munchen is 155mm York but with the armor removed.

Munchen simply has normal CL armour. Although the citadel deck is way too thin, similar to Nurnberg, but its even higher.

 

Its not like Yorck's armour can bounce same tier BB AP either. It does bounce T6 356mm guns tho. Another interesting thing is that the 50mm HE pen also don't matter much in the same tier, but becomes useful against higher tier BBs.

Yorck's features are good against adjacent tiers, rather than its own tier.

 

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Alpha Tester
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Gimmick of amazeballs concealment kinda paradoxes her good main gun range though.

I prefer to attack from distance, as getting shot back is a death sentence.

Closer range of attack= faster death sentence!.

Good for sneaking up on dds though I suppose.

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