You also lose speed with armour and also increase production cost. Would be interesting how worth Cruiser Armour really is.
For newly built ships I normally still but the hightest tier armour on them as I have, but very rarely do I research new armour types.
ignoring admirals (I don´t know if +attack does affect piercing).
+Defense is confirmed to affect armor.
You want armor with all bonuses to be 10+ after 1940. That can be done with enough bonuses or placing armor III on new ships (never refit armor/engine). Armor tech is kind of cheap.
the loss of speed is most of the time worth it for extra HP + Survival chance.
specially because you're comparing loss of speed compared to armor I or II. Never go without armor unless you're 100% sure you're not gonna face DD`s in large quantitys.
CL
light gun I Piercing = 5.5 (6.6 with ammo bonus)
Light gun II = 7 (8.4 with bonus)
III = 8 (9.6 with bonus)
IV = 9 (10.8 with bonus)
Ammo 1 = 1937 tech (Useless on its own for piercing purposes).
Ammo 2 = 1942 tech (Easy to research in 1940, specially with XP).
CL armor without any bonus.
I = 6
II = 8
III = 10
IV = 12
ps: CA´s get +10% armor bonus from Fleet in Being doctrine because its considered a capital ship. CL´s do not get this bonus!
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