ALASKA

Country
United States of America (USA)

Class
Cruiser

MMweight
8.5

Obtain Method
Prism

Arena rating

PVP rating

Alaska CB-1 is the lead ship of Alaska-class large cruisers (often also referred as Alaska-class battlecruisers). The Alaska-class large cruisers were intended to become cruiser-killers, capable of seeking out and destroying post-treaty heavy cruisers. The design is based on enlarged Baltimore-class cruiser hull with nine 305 mm guns in three triple turrets, better machinery, and better armor.

Alaska has good penetration and long range which makes it capable of sniping. Unfortunately, it has bad accuracy and slow shell velocity. This really contradicts Alaska’s range advantage and makes it hard to aim at maneuverable targets. Even against broadsiding ships, Alaska’s bad accuracy makes it a bad punisher. The shell arc is high, so Alaska can lob shells from behind island easily.

Alaska has great armor for a cruiser. Alaska’s bow armor can bounce 406 mm battleship AP from direct front. Alaska’s side armor is the strongest among cruisers in its MMweight. With slight angling, Alaska can bounce even high caliber battleship AP shells. This is a huge advantage over other cruisers that can only cower in front of a battleship. Alaska can become a tank and rush a battleship as long as the caliber is not more than 406 mm or the enemy doesn’t have MAP.

Alaska’s speed is rather slow and it has less acceleration level than other cruisers. The maneuverability is bad for a cruiser although it’s actually average for a battlecruiser. The surface detectability is bad because it has big size. The AA performance is similar to Oregon City, but it has fighter planes for additional defense. Still, in its MMweight, that amount of AA is no longer sufficient to defend itself.

Playstyle

At the start of the battle, sail to a flank. Don’t sail too forward. Don’t get yourself spotted first. Remember, shooting will increase your detectability range so don’t do that unless you absolutely need to. If the enemy is spotted, let your battleships shoot the enemy first. You need to find a big island to hide behind. Ideally, you want to be able to lob shells to the enemy but the enemy can’t see or shoot you back. Shoot after you get a good position. If you’re getting shot, just move closer to the island to hide or run away.

Finding a good island might be hard due to its big size. If there’s no such island, fight in open water at more than 14 km from enemy battleship. Angle your ship away from the enemy (kiting position). Speed juke to dodge shells. You can try this simple speed juke tactic: sail at 1/4 speed when the enemy isn’t shooting, accelerate to full speed when the enemy shoots at you, reverse if the enemy shoots in front of your ship. Turn your ship away to increase its effectiveness. Don’t show broadside. If you can’t dodge, try to take the shells on the belt armor while angled. If your HP is low, just run away and stop shooting. Once you get out of your basic detection range, you won’t be spotted anymore. Because in open water you need to fight at long range, your damage output will be low. But at least you can live longer.

If you’re brave and there’s no enemy that can overmatch your armor (410 mm+ caliber or MAP ammunition), you can play aggressively. Point your bow towards the enemy or slightly angled. Stay beside an island to cover your citadel. If there’s no island, alter your speed regularly (between half speed and reverse) and turn slightly to the left and right to throw off the enemy’s aim. This playstyle allows you to get much higher damage output, gain map control, and help your teammates survive. However, if you’re getting focused, it’s hard to retreat.

To maximize your effectiveness, try to create a crossfire with your teammates. If your teammate is tanking, you sail to the side of the enemy ship and shoot at their broadside. This maneuver might be hard because Alaska is slow and big, but it’s worth trying. Keep your ship angled all the time.

Alaska has bad concealment. It’s not good for capturing bases and spotting enemies. In a CV battle, always stay close to allied ships (especially BBs and CV) so you can protect each other with overlapping AA and anti-air barrage consumable. Speed juke and keep yourself angled. Your damage output will be low but you can be useful.

Is it worth to buy?

Alaska’s main selling point is its tankiness. It will shine if the teammates push together and support it. If left alone, Alaska must snipe from long range or else it will sink without being able to disengage. Ironically, Alaska is better at fighting battleships rather than cruisers. Most cruisers can outmaneuver and outgun it.

Alaska is a prism ship. If you want to get it, you must spend money. It’s not worth to buy.

Strengths
High caliber guns, good penetration, good range, good armor, has fighter planes.
Weaknesses
Slow shell velocity, bad accuracy, slow speed, bad acceleration, big size, bad concealment, bad AA
Consumables
Advanced DC (20 secs duration, 20% dmg reduction), elite repair (3 charges), anti-air barrage (4 charges)
General playstyle
Kiting, flanking, pushing, bowtank with island cover, lobbing shells from behind island.
Role/specialty
Offtank, damage dealer
Preferred enemy target
BB, cruiser

Recommended Build

Equipment
Slot 1: adv. disaster retardant module
Slot 2: engine enhancement module
Slot 3: cruiser aiming system module
Consumables
Slot 1: large cruiser adv. damage control
Slot 2: elite repair
Slot 3: elite anti-air barrage
Crew Skills (after basic skill)
Captain: artillery warning – hull protection – boost morale
Gun: crack gunner – high speed aiming – burn the ship behind
Engine: quick shift – adv. quick shift – steering master
Damage control: emergency flooding – buoyancy reserve – extinguish

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