Tre Kronor - Tier VI European Cruiser

Tre Kronor - Tier VI European Cruiser

Tre Kronor - Tier VI European Cruiser

Lead ship of a two-strong class of modern light cruisers constructed by Sweden to reinforce its navy during the Second World War. They were armed with 152mm Bofors guns, originally intended for the Dutch De Zeven Provinciën-class cruisers. She entered service in 1947 and served with the Royal Swedish Navy until being decommissioned in 1964.

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Key Features and Battle Tips - Tier VI to Tier VII Cruisers

Key Features

  • High-Speed, Long-Range Torpedoes: Equipped with torpedoes that are easier to land due to their high speed and range (similar to the Halland line), though balanced by lower individual damage and a long reload time.
  • High Main Gun DPM (Short Range): Strong main battery damage per minute, balanced by a low firing range.
  • Exceptional Mobility: Good base speed complemented by access to Emergency Engine Power (time-based with a large time reserve).
  • Stealthy & Fragile Frame: Weak armor layout offset by very good base concealment.
  • No Standard Utility Consumables: Lacks access to traditional cruiser consumables such as Hydroacoustic Search, Smoke Generator, or Surveillance Radar.

Battle Tips

  • Flank and Disengage: Capitalize on your high base speed, great concealment, and time-based Emergency Engine Power to take aggressive flank positions. This brings you close enough to land torpedoes reliably while allowing you to disengage quickly before taking heavy fire.
  • Utilize Stealth and Cover: Rely on island cover or allied smoke to fire your main battery safely. Without a Smoke Generator, Hydroacoustic Search, Surveillance Radar, or long firing range, you must use landmasses or kiting maneuvers to deal gun damage without overexposing yourself.
  • Zone and Deny Areas: Use your long-range torpedoes to deny areas and score stealthy strikes from safety. Avoid contesting objectives directly due to your lack of utility consumables.
  • Protect Your Citadel: Your weak armor layout means you will take massive damage quickly once spotted, especially if caught out of position or mid-maneuver. Always plan an escape route before opening fire.

Ship Info

Ship Name:
flag TT Cruiser VI Tre Kronor
Tier / Level:
6
WG Introduction:
Estimated Release:
Update 15.10
Resource TT Cost:
ShipXP 34 000 Secondary resource icon 3 040 000
Nation:
flag Europe

How to obtain: Details will be shown just before release

Researchable ships usually enter early access first, I will provide details on how to obtain them just before early access release

The stats on display in this post are mostly WG Devs stats, full stats will be added when they become available.

Armor

Health Points: 27,700 hp
Fires Duration: 30 s
Torpedo Protection: 10%
Fore and Aft-end Plating: 16 mm

Main Battery Armament

2 x 2 152 mm;
1 x 3 152 mm:
Firing range: 13.5 km
Reload time: 6.3 s
2 x 2 152 mm 180 degree turn time: 13.8 s
1 x 3 152 mm 180 degree turn time: 22.5 s
Maximum dispersion: 126 m
Sigma: 2.0.

Shell Types

HE Shells

7x 152 mm:
Max HE Shell Damage: 2,200
Alpha Piercing HE: 25.0 mm
Ammo Type: High Explosive
Shell Velocity: 900.0 m/s
Burn Probability: 11%

AP Shells

7x 152 mm:
Max AP Shell Damage: 3,000
Ammo Type: Armor Piercing
Shell Velocity: 900.0 m/s

Alternative Fire Mode - Main Battery

Not Available

Secondaries

Not Available

Torpedoes

2 x 3 533 mm
Max Damage: 7,533
Range: 10.0 km
Speed: 76 kts
Torpedo detectability: 1.6 km
Reload: 100 s
180 degree turn time: 7.2 s

Depth Charges

Not Available

Depth Charge Airstrike

Plane: Consolidated PB4Y-2 Privateer (Level 6)
Aircraft HP: 2000
Reload time: 20.0 s
Available flights: 2
Number of Aircraft in Attacking Flight: 1
Airstrike range: 6.0 km
Bombs per payload: 1x 350 lb Depth Bomb
Maximum bomb damage: 2900
Chance of fire: 16%

Anti Aircraft Armament

Continuous damage: 245

Long Range

2 x 2 152 mm;
1 x 3 152 mm:
Firing range: 5.8 km
Hit Probability: 90 %
Damage Within an Explosion: 1470
Damage by long-range AA guns: 74
Number of Explosions Per Salvo: 3
Action zone: 3.5 - 5.8 km
AA Defense priority reinforcement: 50%

Mid Range

3 x 1 40.0 mm;
10 x 2 40.0 mm:
Firing range: 3.5 km
Damage by mid-range AA guns: 231
Hit Probability: 90%

Short Range

6 x 1 20.0 mm:
Firing range: 2.5 km
Damage by short-range AA guns: 144
Hit Probability: 85%

Concentrated AA Fire

  • Activated Effect
    • Continuous AA damage increase: 25 %.
    • Instantaneous damage interval: 5.0 s.
    • Action Time: 40.0 s.
    • Cooldown time: 10.0 s.
  • Progress Accumulation and Loss
    • Progress gain per second: 3 %.
    • Time before you start losing progress: 130.0 s.
    • Progress loss per second: 5 %.

Mobility

Maximum speed: 33.0 kt
Turning circle radius: 680 m
Rudder shift time: 7.8 s
Propulsion: soon hp

Detection

Detectability range by sea: 10.0 km
Detectability after firing a main gun shell: 13.5 km
Detectability after firing main guns in smoke: 4.6 km
Detectability when ship is on fire: 12.0 km

Detectability range by depths: 0.0-6.4 km
Detectability range by air: 6.4 km
Detectability when ship is on fire: 8.4 km

Available Consumables

Slot 1: Damage Control Party

Charges: unlimited
Work time: 5 s
Reload time: 60 s

Slot 2: Repair Party

Charges: 3
Action time: 28 s
Reload time: 80 s
Regeneration per second: +182 hp/s

Slot 3: Emergency Engine Power

Max speed: +20%
Total usage time: 150 s
Action time: 10 s
Reload Time: 20 s
Note: 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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