![]() ![]() Start with Main Armaments Modification 1. It detects torpedoes at 3.5km and ships at 5km. Her Hydroacoustic Search is active for 100s. Her Defensive AA Fire is active for 40s, increasing sustained DPS by 50% and explosion damage by 300%. Both consumables start with three charges base. You have the choice between two consumables in her last slot. She starts with two charges with a reset timer of 80s. Her Repair Party heals back up to 40% of her health base per charge over 20 seconds. It's active for 5 seconds and has unlimited charges. Keep in mind that all consumables will be the premium version soon so I'm just listing those values.Ĭheshire's Damage Control Party is standard for a cruiser with a 60s reset timer. There's nothing much out of the ordinary here short of her god-tier healing potion. You can do better in almost any other ship where skills like angling, island use, etc will serve you much better. As players become more familiar with the foibles of the British heavies, Cheshire (and her sister Albemarle) will become primary targets for the farming of easy Devastating Strike medals.įor veterans, as appealing as the on-paper potential for this ship appears, in practice she's just too fragile to really feel worthwhile. Like the tier VII Pensacola of years prior, Cheshire is a lemon that will punish you for simply choosing to shoot your guns at the wrong time. ![]() This ship doesn't do anyone any favours, new players least of all. Skill Ceiling: Low / MODERATE / High / Extreme Skill Floor: Simple / Casual/ CHALLENGING / Difficult Mediocre range on main battery guns for so vulnerable a ship. Only modest gun fire angles, leaves her vulnerable to return fire from AP shells. Her "stepped" citadel presents a shell-trap for large caliber battleship AP shells. Only six main battery guns, greatly reducing her alpha-strike and DPM. Stealthy, with a surface detection as low as 9.5km.īritish "portable dry dock" Repair Party, healing up to 40% of her health per charge before modifiers. Good gun handling with 10º/s gun rotation rate.Įxcellent AA firepower. Good AP penetration and improved auto-ricochet angles.Įxcellent HE penetration, capable of directly damaging most battleship decks. Quick Summary: A stealthy, but terribly squishy British heavy cruiser with a small battery of powerful 234mm guns.ĪP shells can overmatch 16mm worth of armour, including the extremities of many lower-tier cruisers and destroyers. Please be aware that the ship may change in the future. To the best of my knowledge, the performance and statistics discussed in this review are current as of patch 0.9.3.1. This ship was kindly provided to me by Wargaming for review purposes. Yeah, crates and camo's could really add up.The following is a review of Cheshire, the tier VIII British heavy cruiser. Most of us do not tick all of those boxes. Then again, this is for the person with a big lottery win, no need to work, and time and money no object. One permacamo for every T6 ship and above in every line adds up to quite a few. That is theoretically a bottomless pit of money, subject only to your ability to play enough battles per day to burn through all the flags you buy, and your need/tolerance to go on spamming crates to get the particular flags you want.Īnd then there are doubloons, which again are a potential bottomless pit of money. I didn't even begin to figure in the event-specific premium crates, because there are so many of them and they change all the time, nor the money that could easily be spent on continually spamming existing legacy crates for XP flags, camos etc. If I'd done the calculation a month or two ago I'd have been figuring the Azur Lane commander bundles and that would have tossed a tidy few hundred into the mix, to say nothing of people who would then spam crates to get duplicate captains for particular nations. I just counted the ships you can get right this instant (and that figure WILL grow by the end of this year). It makes me wonder how people have spent $4K US on this game.
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