ARMOR SCHEME

In Naval Creed Warships, there are certain attributes of ship that affecting its performance on battle. Such as Main Battery, Secondary Battery, AA Guns and armor. In this discussion we will explain about Armor layout from each countries.

ALL OR NOTHING

This armor scheme is designed by concentrating all of the heavy armor on critical parts of the ships (such as the citadel, magazines, and conning tower). Other parts of the ship is unarmored. This armor scheme was quite popular because it was practically efficient. During the war, ship demand increased significantly.

HOW IT WORKS?

Technically All-Or-Nothing armor scheme is protecting the most vital part of the ships, but other parts of them are vulnerable to any attacks and sometimes easily getting knocked out of service. In the game, there are few countries that adapt this layout for their surface warships ( America, Japan, British ).

On actual combat, this armor do their part on long range engagements. This armor help to reduce the incoming attacks on the vital part of the ships at certain distances and calibers. For example Iowa and Yamato, their armor utilize this scheme at 20km range. On that distance, only few caliber could penetrate them but not critically wounded/citadel them

HOW TO COUNTER THEM?

Since All-Or-Nothing armor is working at long ranges, below that their armor is more vulnerable to damage and even citadel hits. There are some ranges where the armor can be effectively damaged, but each caliber has their own spot to hit.

AT LONG RANGE ( 20 KM )

For this range, this exclusively for battleships only because most cruisers didn’t have enough range to engage. At this distance it is recommended to aim at the waterline to hit the belt or even citadel them. For low caliber BBs you could try to aim slightly above the waterline to get better results ( even without citadel hits).

AT MEDIUM RANGE ( 15 KM )

Technically any battleships can severely damage them, but for cruisers it is recommended to aim at the superstructure or upper belt. Since these parts are thin armored, so it can arm smaller caliber guns. If you using battleship, aim at the belt armor directly at the waterline because that part where the citadel is. Even if you can’t citadel them, you will at least dealing a huge damage to them. There’s also a chance for cruisers to hit the decks because their shell trajectory is high enough.

AT SHORT RANGE ( 10 KM )

At this range, citadel percentage from a salvo of a battleship is guaranteed. Because their armor wouldn’t stand a chance at this range, for cruisers it is recommended to aim at the upper belt or structures since their armor still thick enough to withstand smaller calibers ( But still you could deal a consistent amount of damage ).

TURTLEBACK

Turtleback is an armor layout with an armored deck which slopes downwards towards the sides of the ship and connects to the lower edge of the main belt armor. This armor was design to protect vital components of the ship at short distance engagement. Usually this armor scheme were adapted by the European surface ships such as German, French and Italian. They used this armor layout since the weather of the atlantic ocean is bad, thus reduces the visibility and battle engagements to a closer distances.

HOW IT WORKS?

Turtleback armor scheme only works at close range, above that they will be defeated easily by plunging fire. Most of this armor users are a heavily, large and clumsy ships that can be an easy target because of their sluggishness. But in exchange, they could be a ferocious fighters at close range by utilizing their armor to overwhelm the enemies.

Turtleback is efficiently used at a distance from 5-13km ( There are some exception like French Battleships ). At that range, they will rarely or never receive any citadel hits from the enemies. At range above 14km it is more advisable to not showing much broadside because it will be defeated by any plunging fire from battleships. Keep in mind even though this armor prevents any citadel hits on close range, getting a normal penetration hits would still deals massive damage. That’s why when using ships with turtleback armor it is not recommended charging forward and dies, thinking that this ships are invincible.

HOW TO COUNTER THEM?

As the statements above, this armor scheme only works at close range. Above that, they will be destroyed easily by any battleships because heavily armored ships are lack on maneuverability. For any battleships, above 14 KM is already a perfect range to defeat their armor but for cruisers there are some parts to hit and deals considerable damage.

AT LONG RANGE ( 20 KM )

At this range, any battleships would easily destroy turtleback armor layout. Because longer range means more plunging fire will occur regarding the velocity and air drag. When aiming, try to shoot below the waterline because this spot where you could actually penetrate through the armor and hit the citadels. This only exclusive for battleships because cruisers didn’t have the range to reach such engagements.

AT MEDUIM RANGE ( 15 KM )

At this range, still any battleships will hit the citadels because the plunging fire. The spot to aim is different, this time try to aim below the waterline under the turrets of the ships. This will consistently hitting their citadels and deals massive damage. For cruisers, it is recommended to aim at the superstructure or upper belt to deal a reasonable damage.

AT CLOSE RANGE ( 10 KM )

For this range it is quite hard to citadel them, but not impossible. Aim below the turrets, but this time try to hit directly at the waterline to reasonably damage or citadel them. For cruisers, aiming at upper belt and superstructure is still the only option since their armor thick enough to withstand small calibers.

Of course battle situations might be different, but still learning the basics will keep you advance and improving your skills.

Written by: Denim

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