LittleWhiteMouse
Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period.
These are subject to change before release.
The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elaborate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that’s why I occasionally get really good games, not because I have any particular skills of note.
Without further ado:
Closest in-Game Contemporary: Leander, Tier 6 British Cruiser
Degree of Similarity: Clone / Sister-Ship / Related Class/ Similar Role / Unique
The HMAS Perth was a modified version of the Leander-class cruiser. The primary difference was an improved propulsion system. In a game, this is easy to see with the different funnel layout with the Perth having two to the Leander’s one. Here’s a quick summary on how the two ships vary:
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PROs:
- Though she’s based on a British cruiser, she has access to HE shells.
- She has a powerful torpedo armament, capable of doing nearly 62,000 damage per salvo. Torpedoes may fire individually.
- The Perth is wonderfully agile with a small turning circle of 640m and decent rudder shift time of 7.6s. Very wiggly.
- She has good concealment, starting with a 9.8km surface detection range with her camouflage.
- The Perth uses the British spotter aircraft consumable. This lasts for a full three minutes per charge as opposed to just 100s.
- Her Smoke Generator is active for 90 sec, generating smoke the entire time. This allows her to lay more smoke clouds than any other ship currently in the game. While the individual clouds don’t last very long, this thing pops out smoke for days and allows her to remain mobile while staying concealed.
CONs:
- She cannot be used to train British Captains. The HMAS Perth is the first of the Commonwealth ships which count as a separate nation.
- She’s very squishy, with a small hit point total and insufficient armor to provide any kind of protection from large caliber (203mm+) shells from heavy cruisers or battleships, which can overmatch her bows and deck plating with their AP shells.
- The Perth does not have access to the special British AP shells. She uses normal fuses and detonators, making her AP perform more akin to standard cruiser guns. These are the same weapons as found on the HMS Belfast.
- Her HE performance is modest at best with only a 9% chance to start a fire per shell.
- Short ranged main battery at 12.8km. This makes engaging certain ship types exceedingly dangerous especially at close range.
- She is incapable of firing her main battery from concealment in open water, even when fully upgraded for stealth. She must make use of her consumables or terrain to be able to attack without being spotted.
- Her turret rotation speed is on the slow side at 7′ per second.
- The Perth has a poor AA compliment and does not get access to Defensive Fire.
The Lertbox
Hello and welcome to yet another Lertbox portion in a LittleWhiteMouse review. I’ve long since given up trying to figure out why she keeps letting me do this, but here we are. Today we’ll be talking about the HMAS Perth, a modified British Leander class light cruiser, sailing under the Australian flag. In this game, she’s a premium ship for the newly introduced Commonwealth nationality.
I will be writing a few short opinion pieces about how Perth compares to Cleveland, Molotov, Nurnberg, and Belfast, which I believe to be a decent cross-section of direct competitors. Mouse has already written about how she compares to Leander herself. |
The Perth shares much in common with the Leander-class, at least superficially. But the manner in which you use her guns and smoke will largely define this new premium vessel.
Options, Upgrades & Consumables
- Damage Control Party
- Hydroacoustic Search
- Spotter Aircraft or Catapult Fighter
- Smoke Generator
Module Upgrades: Four slots, standard cruiser options.
Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy.
The Perth sits inside a cap circle in the early minutes of a match, smoke deployed and steaming ahead at 1/4 speed. Her guns are hammering the approaching Red Team, lobbing high explosive shells onto the bows of Battleships and cruisers. The Perth can often find herself as a front runner — taking position of caps and strategic locations to put early pressure on the enemy. Just make sure you have an escape plan in mind before engaging. Your smoke will only last so long.
Rivals: vs Cleveland
Cleveland boasts more hit-points, a higher RPM, better DPM, more range, a better armor scheme and a better hidden citadel. On the surface, Perth is really the underdog here, and that’s how you should approach this theoretical duel. You’re not entirely without options, though. Your float plane gives you a nice boost to your range, your smoke is very tactical and can give you an edge and your torpedoes force the Cleveland to stay at range.
Both ships boast a similar top speed and agility but Cleveland has four additional guns with roughly the same ROF, and a better fire chance on her HE shells. You’re not going to win a direct gunnery duel, but you can use your smoke to conceal yourself, while having your floatplane up to keep eyes on the Cleveland. If she starts getting too close, dissuade her with torpedoes, all the while keeping your fire up. A duel between a Cleveland and a Perth is not an easy fight for the Commonwealth ship, nor is it a foregone conclusion in the Cleveland’s favor. |
Turning Radius: 640m
Rudder Shift: 7.6s
Rivals: vs Molotov
Molotov has more powerful guns, higher range and a higher top speed, but is decidedly less agile and has a slightly weaker armor profile than Perth. Also, the Russian’s torpedoes are short range self-defense ones, not even on the same level as the Australian’s exploding fish. Plus, the Molotov does not get smoke, and is visible from much further. Approaching a Molotov requires patience and luck. Your AP will wreck a Molotov from the side, but be aware that she’ll do the same to you if given half a chance. Fortunately, Molotov’s 180mm AP is not quite big enough to overmatch your bow armor, so neither ship can lolpen the other.
I am tempted to say ‘Approach the Molotov’, but with the Russian ship’s far superior speed this is easier said than done. The best way to engage a Molotov is to approach using stealth, then use your torpedoes to funnel him into showing you his broadside, and smacking home a salvo or two of AP. Use your smoke to disengage the now wounded Russian or finish him off in a slugging match. While he has the bigger guns, you have the better agility and both ships have similar DPM so a slugging match tends to go to whoever manages to wound the other first. And as far as that is concerned, Perth holds some pretty strong aces with its concealment, torpedoes and smoke. |
Hit Points: 27,100
Citadel Protection: Up to 100mm
Bow & Deck Armour: Minimum of 13mm (immunity up to 180mm AP shells)
The Perth plays a dangerous game with a New York-class Battleship. Using the island, she approached within 4.0km of the American and crept out using smoke at 1/4 speed to unleash a point blank assault using high explosive shells and individually launched torpedoes. The fish of the Perth can deliver monstrous alpha-strikes, ideal for putting down unwary ships that get too close.
- 10 clouds @ 1/4 speed (8.1 knots). Maximum of 2 clouds active — usually just 1.
- 18 clouds @ 1/2 speed (16.3 knots). Maximum of 3 clouds active — usually just 2.
- 30 clouds @ 3/4 speed (24.3 knots). Maximum of 4 clouds active — usually just 3.
- 30 clouds @ 4/4 speed (32.6 knots). Maximum of 4 clouds active — usually just 3.
- 31 clouds @ 4/4 speed + signal (34.1 knots). Maximum of 4 clouds active — usually just 3.
Moving at full speed while deploying smoke, the Perth is able to provide concealment for this Gneisenau as she opens fire without the German Battleship having to slow down. Unlike destroyers, she can maintain this level of concealment for over a minute and a half. This can be up to four and a half times longer than normal smoke. This is much easier for a Battleship to remain within than trying to stop suddenly to take advantage of a cloud dropped in her path. With this setup, the Perth can still provide vision for the Gneisenau against enemy Battleships at range without worrying about being seen herself so long as she keeps her guns silent, while protecting her allied BB from return fire.
Rivals: vs Nurnberg
The German tier 6 cruiser is a DPM monster firing very fast shells with a very flat arc. She has a vicious set of torpedoes reaching only two km less than Perth’s. In a straight-up duel, she’ll pummel Perth and take home the win. She’s about as fast as the Commonwealth ship too, and not that much less agile. Plus, she has a far better range on her guns. The only benefits you have is better concealment, longer range torpedoes, smoke and better agility.
So how to fight a Nurnberg in a Perth? Use destroyer tactics. Use concealment. Use islands. Ambush her with your torpedoes. Use your hydroacoustic search to warn you of return torpedo fire. Harass her when she’s distracted, then pop smoke sneak off into stealth when she turns her guns on you. Use your longer range torpedoes to funnel her, try to force her to make a mistake. |
AA Battery Calibers: 102mm, 20mm, 12.7mm
AA Umbrella Ranges: 5.0km, 2.0km, 1.2km
AA DPS per Aura: 38 / 7 / 11
Rivals: The Belfast
Notice how I didn’t say ‘versus’ here, because a Perth versus a Belfast would not be a fair fight. However, many people will compare the two, as both are ‘British’ premiums, and both are light cruisers. Besides, they’re only one tier apart. So on the surface of it they should be comparable, right?
Here it’s the consumables that define each ship’s playstyle and role. Both are ‘support ships’, yes. But where Belfast is an exemplary destroyer hunter, Perth is less so. She doesn’t have radar, limiting her use in that role. Her short gun range is balanced out by the long duration on her scout plane and her hydroacoustic is useful, but she simply doesn’t have the tools to counter smoke that Belfast has. Where Belfast is more a ship that pushes aggressively in front of her team and spearheads the advance, Perth is best served escorting larger ships and lending her fire to theirs, giving concealment where necessary. |
The Perth’s worst nightmare: Skyraider Dive Bombers from the USS Saipan. Struck by three bombs, she burns from bow to stern. The Perth has very little in the way of AA defense and enemy carriers should take full advantage of this.
The Lertbox
Perth is an escort ship. Not a ship to fight others in a straight gun fight in. She doesn’t have the super AP that Leander gets, she doesn’t have the radar and volume of fire that Belfast gets, she doesn’t have the raw DPM that Nurnberg gets or the alpha smash and speed that Molotov gets. What she does have are solid but unremarkable guns, solid but unremarkable speed, solid but unremarkable torpedoes and a very interesting smoke screen. If you’re okay with letting other people have the limelight and supporting your team from the shadows, there are worse alternatives than Perth. But she’s not a good ship for glory-hounds, and her carrying potential is limited.
She’s not a bad ship, just not a very remarkable one with big shiny features. |
- The Perth is a squid. She squirts all of the ink.
- She’s a challenging ship to use to influence the game. While she can remain hidden, her offensive power is a bit lacking outside of her beautiful torpedoes barring recklessness on the part of the enemy.
- As a support ship, she can selflessly use her smoke to cover larger ships without them having to slow down for well over a minute. Coordinating with team mates is key. This can be quite powerful when used correctly but may be outside the scope of pick up matches in Random Battle games.
- The Perth is super squishy against anything outside of enemy destroyers and some light cruisers. You’re not going to win duels if you trade blows.
One of the neat side effects of the Perth’s smoke is that it ships begin sailing in close formation to take advantage of it. This ends up looking really cool. Here, the Perth leads a Fiji-class cruiser as they engage enemy Battleships without being spotted in return.
- ForRandom Battle Grinding:
Mouse: Eh, no. First and foremost, the Perth cannot be used as a trainer short of her own dedicated Captain. There are no other Commonwealth ships. In addition, she’s premium consumable-hungry. I can’t stress enough the importance of taking at least two, maybe even all four slots as premium versions, so this will eat into her credit earning potential. So for credit earning and captain training, she gets two strikes.
When it comes to earning experience or completing missions, my feelings are mixed. My damage totals usually sat between 40,000 and 90,000 in the Perth. I only managed a single 2000+ base experience game, with most sitting between 1,100 and 1,300 on a win. This often wasn’t enough to top the team roster on the results screen. To be fair, I did win far more than I lost. Still, I would pass on her specifically for those interested in finding a ship to grind for experience, training, credits, signals or mission rewards.
- For Competitive Gaming:
Mouse: Let me be honest: there are better ships for this. She doesn’t have great hitting power short of taking advantage of the bumbling incompetence of your enemies. And while the Perth can be used as a support vessel, it’s a very limited fashion. She’ll be forever vulnerable to dive bombers and she’s super squishy. Her smoke, while amazing, kind of makes her a one-trick pony. You have to risk a lot to get the Perth to perform and any competitive team will punish you for the slightest misstep.
Lert: I would say no. Her mediocre speed, low gun range and lack of primary firepower hold her back in a way that a decent set of torpedoes and interesting smoke can’t really balance out.
- For Collectors:
Mouse: Hells yeah. Commonwealth represent!
Lert: It’s the first Commonwealth ship in the game, and worth nabbing for that reason alone. Time will tell what other Commonwealth ships will eventually make it into the game. She’s also a storied ship, having fought at the Java Sea and survived, only to be torpedoed and sunk at Sunda Strait.
- For Fun Factor:
Mouse: I really had a lot of fun on this ship. I think it was because it prompted some of my team mates to work in close support with one another to make use of her wonky smoke. But that stayed with me. There was also the fun of using torpedoes and fires to really put the hurt on enemies. Yeah, it was a blast. Of course, I do like the Atlanta, so take this recommendation with a grain of salt. If you enjoyed the Leander? The Perth will suit you. If you didn’t? Best to steer clear.
- For your first slot, Main Armaments Modification 1 is your best choice. From experience, I can say that she loses weapon mounts frequently. I had my torpedo tubes destroyed several times and my guns temporarily knocked out regularly. Alternatively, if you’re horrified by the possibility of being detonated, Magazine Modification 1 will help you considerably. I was not detonated in my test games with the Perth but you never know…
- For the second slot, Aiming Systems Modification 1 provides its usual benefits. This is less useful on a cruiser than a Battleship, however. A good alternative is Main Battery Modification 2. This accelerates her turret rotation by almost a full degree per second at the cost of her reload speed. As the Perth will be throwing herself about often in order to dodge fire, this can help keep guns on target.
- For your third slot, as ever, Damage Control System Modification 1 is the only really vaguely decent one. Hint-hint, Wargaming.
- For the fourth slot, take Steering Gears Modification 2. This will improve your rudder shift time from 7.6s down to 6.1s. As the Perth is rarely (if ever) stationary, this depreciates the value of Propulsion Modification 2 so I would avoid it.
The Perth can be a very premium-consumable hungry vessel. The merits of taking a premium Damage Control Party are pretty self-evident. You don’t have a lot of hit points to spare and even a single fire can eat away at far too much of that precious health (especially if there are dive bombers hunting you). Taking a premium version of her Smoke Generator is also a pretty obvious move. This increases the charges from 2 to 3. More importantly, this reduces the reset timer from 4 minutes down to 2 minutes and 40 seconds, which is huge.
Of the other two consumables, it’s a little more open ended. To keep the Perth’s guns singing at range, it may be worthwhile upgrading her Spotter Aircraft to reduce the reset timer from a punitive 6 minutes down to 4. This will allow you to easily use it three times within a match as opposed to just twice. On most other ships I couldn’t recommend this with a straight face but on the Perth? It’s quite valuable.
Lastly, there’s Hydroacoustic Search. This is a very situational consumable so you can probably afford just the standard version if you find your credit costs are running high. The premium version reduces the reset timer from 3 minutes down to 2 minutes.
Recommended Captain Skills
- From the first tier, it’s actually difficult to recommend Basic Fire Training because of her poor AA values. Still, this does provide a little bit of help and it’s certainly the strongest choice at this tier. This will provide a boost to her secondaries too and the Perth does end up in sub 5km fights often enough.
- From the second tier, both Expert Marksman and Last Stand have a lot of value. The latter is obvious enough — your engine and steering gears are almost as vulnerable in the Perth as they would be in a destroyer. The former provides a 10% boost to your turret rotation speed, changing an 180′ rotation from 25.7s down to 23.4s. This really helps given how much you’ll be throwing the ship about. If you’ve taken Main Battery Modification 2, this will combine to reduce her turret rotation to 20.6s for an 180′ turn or 8.74′ per second.
- From tier three, grab Superintendent right away. This provides an extra charge of your Smoke Generator. Note that you should keep an eye on your play style before taking this skill. If you’re using the premium consumable already and not running out on your matches, then there’s no point in taking this. Alternatively, Vigilance is a great skill for helping spot torpedoes early.
- At tier four, Demolition Expert is wonderful. This will increase your chances to start fires from 9% to 12% per shell. Beauty!
- And finally, at tier 5, Concealment Expert is the most valuable. This will reduce your surface detection range from 9.8km down to 8.6km. Keep in mind this will not allow you to stealth fire either your torpedoes or your main battery from open water. Alternatively, Jack of All Trades is interesting because it reduces the reset timer on your Smoke Generator, from 2 minutes and 40s with premium to 2 minutes and 16 seconds.