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Syanda

Citadels and You - Your guide to Massive Damage.

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Ever been oneshot by an enemy ship, or seen a massive chunk of your hitpoints suddenly disappear in a single salvo? You probably had your citadel zone wrecked. Here's a quick guide on how to do it back to other people.

 

<-Boring historical section->

Quick-and-dirty explanation: As naval designers started building larger ships to handle the bigger guns going out to see, they began to realize that they couldn't afford to fit armour everywhere. As such, the decision was made to only armour up the critical zones that were absolutely necessary for the ship's survival. Most, if not all of the armour was concentrated to form a "citadel" around a ship's engines and magazine spaces - so long as these citadel zones remained intact, a ship could still survive. Conversely, if these citadels were breached by gunfire, it would suffer critical damage.

 

If you'd like more information about warship protection, look up "all-or-nothing" armour and various articles on the sort.

<-/Boring historical section->

 

Locating the citadel

Now, where are the citadel zones on a ship? These are typically buried in the bowels of the ship and under the most amount of protection. Cruisers and Battleships are the ships who have citadel construction in place. Destroyers are virtually unarmoured everywhere, and don't really have a citadel to hit - any HE shot to their sides will knock out their engines.

 

ciqc4LN.jpg

 

Note that different ships will have different locations for their citadels, but as a general rule, they're located under the ship's funnels and under their turrets.

 

Hitting the citadel

 

Striking the citadel zone requires penetration of the most protected part of the ship, and thus requires proper shell selection, good aiming, and a healthy amount of luck.

 

First things first - Both HE and AP shells are capable of getting Citadel Hits. However, hitting the citadels require penetrating a ship at the right place and angle. Therefore, you'll want to be using AP shells in order to get citadel hits.

 

As a general rule, in order to get citadel hits, your shells must land as close to the waterline on the target ship as possible, and impact under the funnels or the turrets. Therefore, match your aim marker to the same area where the target ship's hull meets the waterline. If you manage to hit the citadel, you'll see this pop up instead of the standard hit ribbon:

0f9gmhD.jpg

 

If you're in a battleship, you are capable of hitting other battleships' citadels with AP at all ranges, and cruiser citadels with AP at all ranges (or HE if they're lightly armoured enough).

 

If you're in a cruiser, you are capable of hitting other cruisers' citadels with AP. It is possible, just unlikely, to manage to citadel a battleship as a cruiser - your guns may not have enough penetration to break through a battleship's side armour.

 

If you're in a destroyer, don't bother trying to citadel a battleship - your AP shells will likely just bounce. It's possible, but very unlikely that you can manage to citadel a cruiser in a destroyer - it typically happens when you're firing at a very close range. However, note that when your torpedoes breach the citadel zones, it might be possible to deal extremely massive damage to your target and kill them in 1-2 torpedo hits.

 

Note that it's possible to get citadel hits at very long range due to plunging fire. When shells are striking at near their maximum range, they fall almost vertically impact on a ship's deck instead of its sides. If AP shells land on a ships (usually more thinly armoured) deck, they may penetrate the citadel zones if they hit juuuuuust right. It's really difficult to actually actively seek these, but its always worth it to shell targets at long range in the hopes of getting it.

 

For additional information and examples of how to aim, check out this excellent video guide 

 

Edited by Syanda

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[502BW]
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Thank you very much.All of your topics helped me a lot.

I don`t know who you are, but you really helped me.

Thank you,wish you have a good games.

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Beta Tester
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AP isn´t the general rule. (Talking about Cruiser)

 

Barrel_spread between AP and HE is not to underestimate. Your target needs to show you his juicy side.

The problem is that good players are constantly changing their direction. Bouncing with AP is much higher in this situation as to use HE.

In close range, yes AP is great, however long distance I prefer HE, or AP if I have a nice target to hit and the enemy is involved inside a battle with an other team_mate.

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Since one of the last patches, AP on ships perpendicular to you seem to have an increased chance of penetrating the citadel if you manage to strike the bow or stern, or hit it with plunging fire at range. AFAIK, you could always do it with AP from the stern since the 0.3.0 patches, but the bow had a problem with always registering perpendicular hits as overpenetrations until a patch fixed it. Battleships can't really take advantage of this due to their massive dispersion (it makes it more luck-based than anything), but cruisers firing on cruisers can and will hit citadels while firing AP at T-crossed targets.

Edited by Syanda

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Senior Moderator
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Since one of the last patches, AP on ships perpendicular to you seem to have an increased chance of penetrating the citadel if you manage to strike the bow or stern, or hit it with plunging fire at range. AFAIK, you could always do it with HE from the stern since the 0.3.0 patches, but the bow had a problem with always registering perpendicular hits as overpenetrations until a patch fixed it. Battleships can't really take advantage of this due to their massive dispersion (it makes it more luck-based than anything), but cruisers firing on cruisers can and will hit citadels while firing AP at T-crossed targets.

 

4.0

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Member
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I salute you my friend for this wonderful guide. AFter reading this up, I tested it out in-game. Most of them were Close Quarters battles but this guide gave me the edge over my opponent who seemed to just blindly fire at me with HE. What I did was lead my shots to hit the middle of the hull with AP and most of the time it works.

 

So a big +1

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Beta Tester
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Now if only we have charts comparing the citadel size of IJN vs USN ships, mainly Cruisers :hiding:

 

Pretty simple.

 

Everything has big citadels. Other than Cleveland and Baltimore. 

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[1AN-E]
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Another jewel of learning, thankyou.

I was wondering what the benefit of AP was as HE always seemed to do more damage (Cruiser v Cruiser)

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In reality AP rounds are used to "open up" a ship, HE is to finish it off after you

wreck the armour... After only a short time in-game I am yet to see if it is a viable 

tactic for the game

 

:B

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In reality AP rounds are used to "open up" a ship, HE is to finish it off after you

wreck the armour... After only a short time in-game I am yet to see if it is a viable 

tactic for the game

 

:B

 

In reality, ships did not fire HE rounds at each other unless it was by accident or they were out of AP ammunition. None of this "opening up" business.
Edited by Syanda

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In reality, ships did not fire HE rounds at each other unless it was by accident or they were out of AP ammunition. None of this "opening up" business.

 

Say if you are in a cruiser shooting 6 inch rounds at a destroyer, Ap rounds will often go right through and out the outher side.

there are more than 1 type of Ap as there are many kinds of explosive shells as well. My father was RN (Gunnery Branch)

as were 3 generations on his side of the family. So you could say it is kind of a "family tradition" to serve.

The main round used by RN during WW II was actually a "dual purpose" shell that was basically a HE round with a "hardend" cap.

A number of diffrent fuse settings were available and shells were usually "set" at the gun just prior to loading.

I suppose it is my fault for Generically reffering to them simply as "HE". I do this as i find most people are generally bored and not 

very intrested with actual fact historical or outherwise. 

 

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"AP" in this game is simplified - in actual historical fact, by the modern era all naval armour piercing rounds are fitted with a bursting charge as a consequence of the design of ironclad warships. If you refer to "AP rounds", its the armour-piercing high-explosive rounds that are dedicated shipkillers. These aren't "dual-purpose", since warships utilize naval AP against other ships, and HE shells with impact detonators for bombardment of soft targets. Again,this is simplified in the context of the game with the division between HE and AP. Within the mechanics of the game, there's no real bonus nor need for switching to HE to "finish off" a target.

Naval rounds can be divided into two types - shot, which are solid and rely on kinetic energy for penetration, and shells, which carry explosives within them and explode to deal damage. For the majority of naval history, shells were generally unreliable and not used, and shot was more effective anyway. This changed with the advent of iron-armoured warships, who required the use of explosive shells to penetrate to deal damage.

 

Fuse settings are generally preset by the modern era, but require substantial impact to cause shells to detonate. That is why there were reports of larger calibre shells passing through unarmoured targets (merchant-built vessels, or destroyers) without detonating at all, since the impact was not substantial enough to cause detonation. In-game, this is rendered as the Overpenetration mechanic.

Edited by Syanda

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