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    • Ramsalot
      You would think that with all that effort Musashi would get the top XP in ranked game, but no...
    • Wolfswetpaws
      I hear you. The armor-scheme of the target and whether or not they are broadside to you affects the choice of ammunition to use. Thinly armored cruisers often use the over-pen mechanic to minimize damage to their hull, by presenting us with their broadside. So, .... ~First = identify the cruiser in question and sort them by "light cruiser" and "heavy cruiser". The  light cruisers tend to have thinner armor.  (Over-penetration of a heavy cruiser remains possible, if less likely.) ~Second = aim at the parts of the ship that have things likely to stop & arm your armor-piercing ammunition (if that is what you are shooting). These tend to be areas under the turrets, where the gun traversing mechanisms and the ammunition magazines are located. Alternatively, if they present you with their bow or stern (instead of their broadside), and you're close enough to make a well-aimed shot, hit their turrets and attempt to knock them out of action. ~Third, if the target is thinly armored and broadside to you, then switch to High Explosive ammunition when feasible. There's less chance of over-penetration and you may start a fire or incapacitate modules and other stuff like secondary battery, AA guns and torpedoes. ~Fourth = if you know your main-guns can over-match the target's armor, and the target is not broadside, and instead presents you with their bow or stern, then consider using AP ammunition to hit their turrets, magazines, engine-room, citadel-area of the ship. If you cannot over-match, then using H.E. ammunition may be preferable.  The superstructure is likely to be vulnerable. ~Fifth = If a well-armored target is presenting their broadside, and your AP ammunition is unable to penetrate their main-belt (just above the waterline), then consider trying to hit the upper-hull (just below the main-deck, where casemate-mounted secondary battery guns are often found on battleships). The armor here may be vulnerable to A.P. ammunition. If that isn't feasible, because the distance is too far for a precise shot, then consider using H.E. ammunition to set fires and incapactitate equipment & weapons. The above is a rough decision-process.  Refinement may be necessary with some experimentation and experience with the ships you sail and the opponents they encounter.  🙂   
    • Wolfswetpaws
      Glad you made it here, @Pan_De_Muerte.  🙂  That's right.  We shared a game last night.  👍
    • Wolfswetpaws
      Tonight I reached Stage 20 of the current Event Pass. Didn't need to use the Community Tokens.  🙂  
    • Pan_De_Muerte
      Very helpful, and Wolfswetpaws you were the one I'd seen commenting on Reddit about Spanish cruisers, and when I encountered you in a random battle you mentioned this site. Thank you. One thing that puzzles me is AP versus HE. When I use my AP on a broadside cruiser, I wind up with low damage overpens. My HE always explodes (no shatters) but it does small amounts of damage. On a few of my cruisers I have enough skill points to get the fire skill, and that seems to help in setting fires more often. My highest ranked captain has 19 skill points and is closing in on 20. My hope is to get him to 21 and then use the overflow to bring the rest of my captains up to snuff. I had used the invite code Impactforce when starting my account so I got a number of premiums for free, and I did buy Warspite but it's so desperately slow. I prefer a faster moving experience.
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