Auckland: Tier VIII Commonwealth (New Zealand) Cruiser 1940

auckland-image

flag shipicon Auckland: Tier VIII Commonwealth (New Zealand) Cruiser 1940

A heavy cruiser armed with nine 203 mm guns. The ship was based on a project developed in Great Britain at the beginning of World War II. Compared to the County-class heavy cruisers, the ship had significant advantages, including stronger armor and more powerful main battery guns arranged in triple-gun turrets. However, the project went nowhere—lighter ships were prioritized in the midst of the war.


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Gameplay Tips

Armor and Health

  • With 39,400 health points and armor ranging from 16-152 mm, Auckland can withstand a fair amount of damage. However, it’s important to angle the ship properly to make the most of the 152 mm armor belt and avoid exposing the citadel.

Main Battery Armament

  • Utilize the 3 x 3 203 mm guns effectively by staying at mid-range where the 16.6 km firing range can be advantageous.
  • The 11.0 s reload time is relatively quick for guns of this caliber, allowing for consistent damage output.
  • Aim for the enemy’s superstructure when using HE shells to maximize the 18% burn probability, and switch to AP shells when targeting broadside cruisers for potential citadel hits.

Torpedoes

  • The 2x4 533 mm torpedoes have a decent 12.0 km range, which can be used defensively or offensively. Use them in anticipation of enemy movements or to control choke points.

Anti-Aircraft Defence

  • The long-range AA with a hit probability of 90% and medium and short-range AA defenses make Auckland capable of defending itself against aircraft attacks.

Mobility

  • With a maximum speed of 33.0 kts and a turning circle radius of 720 m, the cruiser is agile enough to dodge incoming fire and torpedoes.

Consumables

  • Make good use of the Crawling Smoke Generator to conceal your movements or to provide cover for your team.
  • The Hydroacoustic Search can help detect torpedoes and ships in smoke, while the Defensive AA Fire can fend off aerial threats.
  • The Repair Party consumable can recover a significant amount of health, so time its use carefully after taking damage.

Auckland Info

Image of Auckland Paint Header
Ship Name: commonwealth flag  VIII Auckland
Level: 8
WG introduction:  Nov 30, 2023.
Release: 13.2 and 13.4
Status: flag Researchable ship
Research cost: ship xp112 000 Ship XP - credits9 000 000 Credits
Nation:  commonwealth flag Commonwealth (New Zealand)
Status: Released

Armor

Health Points: 39,400
Armour: 16-152 mm
Fires Duration: 30 s
Deck Fore/Mid/Aft: 25/27/25 mm
Side Plating Fore/Mid/Aft: 25/27-152/25-102 mm
Superstructure: 16 mm
Fore Athwartships: 19 mm
Aft Athwartships: 19 mm
Citadel Fore Athwartships: 76-152 mm
Citadel Aft Athwartships: 76-152 mm
Citadel Armoured deck slopes: 40 mm
Aux Room Plating: 27 mm
Citadel Armor Plating: 27-38 mm
Citadel Armor Belt: 152 mm
Citadel Torpedo Bulkhead: 50 mm
Citadel Deck: 70-102 mm
Citadel Bottom: 50 mm
Turret Plating: 50-152 mm
Tonnage: 15,500
Torpedo Protection, Damage Reduction: 19%

Main Battery Armament

3 x 3 203 mm/50 Mk IX on a Mk.III mount:
Firing Range: 16.6 km
Reload Time: 11.0 s
180 Degree Turn Time: 30 s
Maximum Dispersion: 151 m
Sigma Value: 2.00σ
 

Shell Types

High Explosive Shells
9x 203 mm HE 256 lb:
Alpha Damage: 2,950
Alpha Piercing HE: 34.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.25
Shell Always Ricochet At: 60.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Krupp: 630.0
Shell Mass: 107.36
Shell Ricochet At: 91.0°
Muzzle Velocity: 841.0 m/s
Burn Probability: 18%
 
Armor Piercing Shells [AP]
9x 203 mm AP 256 lb:
Alpha Damage: 4,350
Ammo Type: Armor Piercing
Air Drag Coefficient: 0.25
Always Ricochet at: 60.0°
Normalization: 7.0°
Fusetime: 0.033 s
Detonator Threshold: 34.0 mm
Shell Diameter: 0.203 m
Krupp: 2880.0
Mass: 107.36 kg
Start Ricochet: 45.0°
Muzzle Velocity: 841 m/s

Secondaries

6 × 2 102 mm/45 QF Mk.XVII on a Mk.XIX mount HE:
Maximum HE shell damage: 1,500
Range: 6.6 km
Reload: 3.0 s
Air Drag: 0.33
Alpha Piercing HE: 17 mm
HE initial velocity: 811 m/s
Chance Of Fire: 6%

Torpedoes

2x4 533 mm QR Mk II/533 mm Mk IX**:
Damage: 16,767 hp
Range: 12.0 km
Speed: 62 kts
Reload: 96 s
180° Turn Time: 7.2 s
Visibility Distance: 1.3 km

Depth Charge Airstrike

Max bomb damage: 3,400
Available flights: 3
Attacking flight aircraft: 1
Bombs in payload: 2x 350-LB. Bomb MK VIII HE
Range: 10.0 km
Reload: 30 s
Chance of fire: 24%

Anti Aircraft Defence

Long Range:
6x2 102 mm/45 QF Mk.XVII on a Mk.XIX mount:
Action Zone: 3.5-5.8 km
Hit Probability: 90 %
Damage Within an Explosion: 1260
Continuous Damage Per Second: 77
Number of Explosions Per Salvo: 4
Continuous Damage: 171
Medium Range:
4x8 40 mm/39 Vickers QF Mk.VIII on a Mk.VI mount:
Action Zone: 2.5 km
Hit Probability: 90 %
Damage by Zone Area AA: 158
Short Range:
16x1 20 mm Oerlikon on a Mk.4 mount:
Action Zone: 2.0 km
Hit Probability: 85 %
Damage by Zone Area AA: 137

Mobility

Maximum Speed: 33.0 kts
Turning Circle Radius: 720 m
Rudder Shift Time: 10.1 s
Propulsion: 110,000 hp

Visibility

Surface Detectability: 13.3 km
Air Detectability: 7.7 km
Detectability after Firing Main Guns in Smoke: 7.6 km

Available Consumables

Slot 1: Damage Control Party:
Work Time: 5 s
Reload Time: 60 s
Slot 2: Hydroacoustic Search
Charges:   3
Action time:   100 s
Reload Time:   120 s
Torpedo detection range: 3.5 km
Ship detection range: 5.0 km
Slot 2: Defensive AA Fire:
Charges: 3
Action Time: 40 s
Reload Time: 80 s
Slot 3: Crawling Smoke Generator:
Charges: 3
Action time: 102 s
Smoke screen dispersion time: 10 s
Reload time: 130 s
Radius: 0.45 km
Slot 4: Repair Party:
Charges: 3
Action Time: 28 s
Reload Time: 80 s
Regeneration: 197.0 hp/s
Slot 5: Submarine Surveillance:
Charges: 3
Action time: 20 s
Reload time: 120 s
Submarine detection distance: 7 km
 
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change at any time.
 

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