- Fast turret rotation
- Tight turning circle
- Good range for a light cruiser
- Decent rate of fire
- Sets fires nicely
- AP isn’t awful
- Torpedoes have nice reach.
- Her Concealment isn’t good.
- Bad gun angles
- DPM doesn’t feel particularly spectacular
- Only a small torpedo armament
- Her durability is also not good. She loses modules in a hurry.
- She doesn’t seem to be very fast.
- AA power feels “meh”.
- De Grasse’s guns rotate at 12º per second (15s for 180º) which is hella quick. This explains a lot of the comfort of her gun handling. The only down side is that her rear turret has a 288º firing arc. Her forward gun turrets have even more limited arcs of fire with 284º and 270º. This means you have to expose a lot of side to bring it to bear, especially on the retreat. This explains why I was taking so much damage while trying to return fire with all three gun turrets.
- With a 16.2km range on her main battery and a 9km range on her torpedoes de Grasse has decent reach for a light cruiser.
- In terms of putting out damage, her shells do 3,300 and 2,200 alpha with a 12% chance of starting fires — this is identical to Budyonny’s shell damage but with Cleveland’s fire chance and reload rate. She so it’s the best of both worlds. This puts her ahead of the Soviet cruiser in terms of DPM and fire chance (though well behind the American cruiser with only nine guns to Cleveland’s twelve). Her guns are not high velocity though. As a tier 6 ship, Inertial Fuse for HE Shells is crucial to getting the most out of these weapons within her matchmaking spread. Without it, you’re more dependent on fires to damage big targets.
- De Grasse only has a single triple launcher on each side of the ship, limiting how much damage she can do with her fish. These hit for 14,833 damage with a 60 knot top speed and a 1.3km detection range. They have a painfully long reload rate of 90s for being such a light armament.
- De Grasse has three secondary gun turrets with two guns each mounted rearward. These have good reach (5.0km) and a great rate of fire (15rpm). It’s a shame she doesn’t get many of them.
Her guns will surprise you. They have a higher rate of fire than la Galissonniere with better reach yet the same shell performance. This makes her better than the tier 6 tech-tree counterpart yet it doesn’t make her overpowered on the whole.
Agility Facts and Figures
- De Grasse has a top speed of 33.5 knots. This is at least faster than la Galissonniere, but it’s certainly not going to win any prizes in a race, especially not when compared to Molotov, Duca d’Aosta or Budyonny. With her Engine Boost engaged and driving flat out, she can get this up to 38.5 knots which is much more impressive. At least she’s not a slug like la Galissonniere.
- In a turn, de Grasse’s speed drops down to 26.8 knots. Most other cruiser at her tier bleed 20% of their maximum speed while in a turn (except for Leander and Perth), so this value is normal. What is exceptional is how long she holds onto her speed. It takes over 38s for de Grasse to fully decelerate, meaning she preserves her speed for longer than most ships.
- While she felt manoeuvrable, de Grasse has a turning circle of 690m and a rudder shift time of 8.8s. This makes her rather average all things considered. Her initial rate of turn is 5.3º per second, accelerating to 6.0º per second once she finishes decelerating. This isn’t bad, but it’s not spectacular, placing her well behind ships like Perth, Leander and Duca d’Aosta. She’s best compared to Cleveland and la Galissonniere.
- De Grasse’s citadel isn’t fully submersed. It peeks up over the water’s surface beneath her #2 turret and extends well back, stopping just before her deck mounted secondaries. Beneath the surface, it continues, covering both her #1 and #3 turrets too. Her forward magazine, while completely submerged, is especially large and wide. Expect to take frequent (and catastrophic) citadel hits in this ship.
- Her citadel has at best 100mm + 18mm of protection provided shells pass through her belt. This is sufficient to bounce shells when angled, but only at close range. The sides of and extremities of de Grasse are 16mm thick which is proof against all cruiser-caliber weapons (short of Graf Spee). Once you encounter anything with 230mm guns or larger, her armour falls apart. All HE shells can penetrate her reliably.
- At best, de Grasse can get her surface detection range down to 11.4km. This gives her a comparable surface detection range to Cleveland but it’s a far cry from ships like Duca d’Aosta, Perth, Leander and Nurnberg.
- De Grasse has 31,200 hit points, demonstrating that she has a rather large displacement. She’s a big target and a large ship. This does give her more hit points that most of the other tier 6 cruisers, but she’s going to be an easy ship to spot and damage.
- De Grasse has a whole swathe of different sized AA guns. This gives her a combined DPS of 66dps with a maximum reach of 5km where 45dps can be brought to bear. Both her main battery (!) and secondary 100mm battery are dual purpose. It’s a shame they don’t have more punch. In theory, with the proper set of skills, her long range AA DPS could be boosted to 108dps to 140dps between Manual Fire Control for AA Guns and Basic Fire Training against focused targets. Coupled with Defensive Fire, this could spike up to 420dps which is downright respectable. It’s no wonder it felt meh to me with no specialized skills or modules to boost them.
De Grasse is the ship that la Galissonniere used to be during testing, except she’s even better. She has better range, she’s faster, she has a heavier torpedo armament. Most importantly, de Grasse preserves a great rate of fire — something that ended up being a casualty in la Galissonniere’s case. De Grasse’s current gimmick is that she has no gimmicks. She’s been largely built around being a large, squishy light cruiser that poops out rainbow arcs of high explosive shells and makes people feel the burn.
Mehbote – Average ship. Has strengths and weaknesses. Doesn’t need buffs to be viable, but certainly not advantageous.
Gudbote – A strong ship that has obvious competitive strengths and unique features that make it very appealing.
OVERPOWERED – A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.