AP shells are suitable for warships with a limited firing rate but a high overall damage. But first, let's take a closer look at the recommended usage of this shell for each class. In practically every circumstances, nearly all battleships primarily employ AP shells. However, there are certain exceptions.
Because of their quick reload and high gun count, BBs like the Arkansas and Texas may be seen blasting HE all over the place. However, not every ship is endowed with this skill; some have an excessively slow reload time and a small number of broadside guns. They must rely on AP shells to ensure that every volley counts.
H41 and Nagato are good examples of this type of ships. But who should BBs deploy AP shells against? When facing cruisers, utilise AP to decimate their tiny HP pools. This helps you to dispatch them swiftly before they can use their ridiculous DPM against you. Let us now discuss how to get rid of those pesky destroyers. As a result, you would not receive the alpha strike. In most circumstances, AP salvos on DDs result in a halving of your alpha damage. As a result, while facing a destroyer, you should use HE.
Cruisers are extremely adaptable ships, and their shell selection reflects this. Throughout the fight, they alternate between AP and HE, employing different shells at various scenarios. As a result, most of the time it comes down to the scenario. However, certain ships prefer AP munitions to HE rounds.
When facing battleships, you have the choice of using AP or HE. If the enemy BB is in good health, employ HE to force him or her to use his or her extinguisher. Once they've done so, you can utilise HE to start another fire.
Because this fire will burn for the whole length, you may utilise AP to swiftly destroy the BB by shooting towards the citadel for extra damage. However, if the BB you're fighting is already injured or dying, there's no use in starting a fire; instead, use your AP to clear up the mess as soon as possible. In a Cruiser vs. Cruiser duel, regardless of the scenario, you should always employ AP. The enemy ship may or may not be healthy, so you should use AP first.
This is because cruisers don't have the massive HP pools that BBs have, therefore your DPM is more than adequate to easily dispatch them. Now, let's talk about how to take out DDs. There are just two scenarios where AP may be the optimal shell to use.
The first scenario is when you are required to finish off a dying opponent. In such a circumstance, AP can assist you in maximizing your damage output in order to eliminate the opponent as quickly as possible. There are three main parts to a shell: a casing , an explosive charge , and a fuse to set off the charge.
Varying these components changes how the shell performs when it smacks into something hard. High Explosive HE shells have a relatively light casing, are packed with high explosive, and are fused to explode on contact.
They are not expected to punch through heavy armor but to create a blast volume of concussion, flame, and fragments, perhaps penetrating structure or light armor and wrecking things like modules within the blast volume. They also start fires. The performance of an HE shell is determined by two things: the caliber of the shell and thus the amount of high explosive it contains , and certain national attributes e. In summary, HE shells:. Direct damage to the ship is inflicted only if the shell penetrates the part of the ship it hits.
Blast damage and fire may be inflicted whether or not it penetrates. Modules protected by 76mm or thicker armor are immune from blast damage so larger main gun turrets are safe, but most if not all secondary and AA batteries and torpedo launchers are vulnerable, as are engines and steering gear.
A blast might even ignite a magazine. HE shells can be used in different ways, depending on the target. For a very lightly armored target like a destroyer, AP can simply blow right through it without fusing, doing little damage, while HE will always explode and usually penetrate. For a very heavily armored or angled target, incapacitating modules can be important but setting fires is the main purpose of HE.
While the penetration damage of a light cruiser's HE might be negligible, multiple and repeated fires are a real danger even to behemoths such as Yamato. This skill typically enables cruisers  to penetrate the plating of battleships of the same tier but at the cost of fire chance. It is best used on ships that can both penetrate common armor thresholds with the additional penetration and already have low base fire chance.
IFHE is frequently paired with the Pyrotechnician skill to recover some of the lost fire chance. Without the skill an HE shell from Cleveland can penetrate 30 mm armor, from any angle. Now the commander acquires the IFHE skill. An HE shell from Cleveland now can penetrate 37 mm armor, from any angle.
Her shells also lose half their base fire chance. The nose of the casing is thickened to form a penetrator cap, of a sort, with less high explosive than HE but more than AP shells can pack in. SAP is fused with a short delay, like AP. Penetration depends on the caliber of the shell and the nominal thickness of the armor.
The shell penetrates and deals damage if the penetration value is higher than or equal to the thickness of the armor. The value for each caliber appears in the chart below. Armor Piercing AP shells trade some explosive for the ability to punch through armor. The nose of the casing is a pointed, high-density metal cap that, at least in theory, forces its way through armor plate. Because of the mass of the penetrator the metal cap a smaller amount of high explosive can be carried.
An AP shell carries a time-after-impact fuse, to provide a short time typically 0. The intention of the design is that an explosion inside a critical and thus well-protected area of the target ship is more effective than a larger explosions in a less critical area.
AP shells carry out that intent well — in the right situations. Other characteristics of AP shells:. The interaction of Armor-Piercing shells and heavy armor is quite complex. See the dedicated article Armor Penetration for details. With the same initial muzzle velocity, a shell with more mass will have more energy. The amount of drag is essentially the same for both heavy and light shells. Thus at the point of impact the heavier shell will have more of its energy left. This extra energy translates directly into better armor penetration, along with a little extra range.
On the battle screen, along the bottom, the ship's ammo types appear labeled  and   with a picture of the shell above. The HE shell has a yellow nose and stripe. SAP has an unpainted nose and a thin red stripe. AP has a red nose and red stripe. Pressing the key twice forces an immediate reload operation. Of course, the best answer is not that simple.
There are a number of factors that influence the right ammunition choice for your situation:. Armor-Piercing shells do their maximum damage by penetrating the target and detonating inside the ship. To assure penetration, AP must hit at a nearly right angle.
It is most effective against broadside targets and weakly armored target sections.
|Ap shells||This same effect can prove troublesome when a round collides on a sub-par angle or after penetration there's simply nothing within its cone of effect. A long, thin sub-projectile has increased sectional density and thus penetration potential. Unfortunately though, the fuse on a HEAT round must be extremely sensitive, causing the rounds to detonate even on bushes and wooden fences that other chemical rounds ap shells high calibre have a chance to pass through. Among the ap shells used by the Imperial Japanese Navy in the attack on Pearl Harbor were kg lb armour-piercing bombs, modified from centimeter Army Firing Test No. Guidelines Wiki Editor Support Help.|
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|15 macbook pro mit retina display||Unsourced material may be challenged and removed. H41 and Nagato are good examples of this type of ships. The late s, saw the development of the ironclad warshipwhich carried wrought iron armor of considerable thickness. Other combatant forces of the period used various explosives, suitably desensitized usually by the use of waxes mixed with the explosive. High Explosive HE shells have a ap shells light casing, are packed with high explosive, and are fused to explode on contact.|
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|Seachem tidal 55||Their effectiveness is similar to that of an equivalent HEAT round, however due to their low muzzle velocity they can be inaccurate at long ranges. SAP is fused with a short delay, like AP. From the s onwards, armor-piercing weapons were required for ap shells missions. Tungsten compounds such as tungsten carbide were used in small quantities of inhomogeneous and discarded sabot round, but that element was in short supply in most places. HEAT is limited in effectiveness and its usage should be carefully considered as many vehicles have armour it cannot penetrate.|
|Ap shells||History Talk 0. This is especially true when fired from small to medium caliber weapon systems. Let us now discuss how to get rid of those pesky destroyers. Views Read Edit View history. Despite providing consistent damage everywhere they impact, it has been discovered that if these shells strike the centre of the enemy ship. There were some notable exceptions to this, with naval caliber shells put to use as anti-concrete and anti-armour shells, albeit ap shells a much reduced armour penetrating ability. HE rounds are available to almost every vehicle in-game.|
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