Thus, for the very first air attack on your ship, AA may not inflict damage immediately. Like secondary batteries, AA guns begin a battle unloaded and start to load as soon as an enemy plane enters the outer aura. The three auras are short range - guns up to and including calibers of 30mm, depth >1.5km medium range - guns of caliber 30.1 to 85mm, depth >2.5km long range - the big rifles over 85mm, depth >4km. The depth of each aura is defined by the types of guns that form it: a ship with X type gun may have an aura with maximum range (depth) 2.5km, while on a ship with Y type gun the depth of the same aura may be only 1.9km. The auras overlap and reinforce each other.Īuras start at 100m from the ship. Instead, anti-aircraft armament is collected into three zones of effect - auras - divided by the three gun classes described above. With the large number of AA guns and high rates of fire, doing so would place an unacceptable load on the servers. Unlike anti-ship artillery or torpedo armament, World of Warships does not plot fields of fire or calculate trajectories for anti-aircraft guns. Combined with proximity fusing, these guns were deadly. More common in the AA role were the USN's 127mm (5") twin mounts.įor AA use, the shells often carry explosive warheads designed to throw out a sphere of deadly shrapnel so that just getting a shell close to an aircraft might kill it. Especially later in WWII, even main batteries were modified to perform as dual-purpose weapons, e.g. These guns are similar to - and often were - secondary anti-surface, or dual-purpose guns. Large calibers with much slower rates of fire than the smaller classes, but with long effective range and altitude and a large warhead. An example of the medium range AA gun is the 40mm Bofors, often quad-mounted, which is considered to be the most effective anti-air weapon of WWII. The larger guns can fire proximity fused shells the smaller are light enough to mount on nearly any ship. These calibers are perfect for the anti-air role as they have good range, respectable rates of fire, and hits do significant damage even against relatively large aircraft. These are serious guns, with shell weights from 1 to 9kg. An example of the single mount is the ubiquitous ".50 Cal" Browning machine gun. Small caliber AA guns can be single-mounted nearly anywhere on the ship or they can be clustered in mounts with up to 8 barrels and relatively sophisticated aiming mechanisms. But the high volume of fire can make them dangerous within that range. The small shells aren't able to retain enough energy to be effective (or aimable) beyond 2km. Small, light, fast-firing guns that usually throw solid shells (with a few tracer rounds mixed in). Guns that are useful against attacking aircraft are generally grouped into three classes by range and effect, both functions of caliber. We'll start with how AA guns are implemented. A surface ship can do that with its AA guns and, in some cases, with its fighters. (Carrier-based aircraft HP ranges roughly 1500-2400.) In order to shoot down a plane, this health pool must be reduced to zero. Like ships, every aircraft in World of Warships possesses a certain number of hit or health points (HP).
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