Tre Kronor - Tier VI European Cruiser 1947

Tre Kronor - Tier VI European Cruiser

Tre Kronor - Tier VI European Cruiser 1947

Lead ship of the Tre Kronor-class light cruisers. After the outbreak of World War II, Sweden sought to strengthen its defenses by expanding its navy. Tre Kronor and her sister ship, Göta Lejon, were each intended to lead a destroyer squadron. Their 152 mm guns had originally been ordered for the Royal Netherlands Navy but were taken over by Sweden after the German invasion of the Netherlands in 1940. Both cruisers were completed after the war and served for many years. Tre Kronor was eventually scrapped in 1968 while Göta Lejon was sold to Chile in 1971.

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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 36 000 Secondary resource icon 3 000 000
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

Armor

Health Points: 27,700 hp
Fires Duration: 30 s
Torpedo Protection: 10%
Armour: 10-150 mm
Side Plating: Fore/Mid/Aft: 16-70/16-70/16-70 mm
Deck: Fore/Mid/Aft: 16/16-30/16 mm
Superstructure: 10 mm
Fore Athwartships: 16 mm
Aft Athwartships: 16 mm
Citadel Fore Athwartships: 16-75 mm
Citadel Aft Athwartships: 16-75 mm
Armor Belt: 16-20 mm
Citadel Torpedo Bulkhead: 20 mm
Citadel Deck: 30 mm
Citadel Bottom: 30 mm
Turret Plating: 30-125 mm
Tonnage: 9,328 tn

Main Battery Armament

2 x 2 152 mm/53 Model 1942 in a turret;
1 x 3 152 mm/53 Model 1942 in a turret:
Firing range: 13.5 km
Reload time: 6.3 s
180 degree turn time: 13.8 s
Maximum dispersion: 126 m
Sigma: 2.0

Shell Types

HE Shells

7x 152 mm HE M1940:
Alpha Damage: 2,200
Alpha Piercing HE: 25.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.2841
Shell Detonator: 0.01
Shell Detonator Threshold: 2.0
Shell Diameter: 152 mm
Shell Krupp: 1150.0
Shell Mass: 46.0 kg
Shell Speed: 900.0 m/s
Burn Probability: 11%

AP Shells

7x 152 mm AP M1940:
Alpha Damage: 3,000
Ammo Type: Armor Piercing
Shell Air Drag: 0.2884
Shell Always Ricochet At: 60.0°
Shell Detonator: 0.025
Shell Detonator Threshold: 25.0
Shell Diameter: 152 mm
Shell Krupp: 2200.0
Shell Mass: 46.7 kg
Shell Ricochet At: 45.0°
Shell Speed: 900.0 m/s

Alternative Fire Mode - Main Battery

Not Available

Secondaries

Not Available

Torpedoes

2 x 3  533 mm Triple/Torped M1943 mod 2
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/53 Model 1942 in a turret;
1 x 3 152 mm/53 Model 1942 in a turret:
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 mm/56 Bofors L/60 Model 1936 on a single mount;
10 x 2 40 mm/56 Bofors L/60 Model 1936:
Firing range: 3.5 km
Damage by mid-range AA guns: 231
Hit Probability: 90%

Short Range

6 x 1 20 mm akan L/70 Model 1940 on a single mount:
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: 90,000 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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