AP Shells vs. HE Shells

## Purpose of This Page

AP shells and HE shells are often misused despite in-game recommendations. This page is aimed at making sure that players use the optimal shell type in various situations.

## (AP) Armor-Piercing Shells

### Overview

1. AP shells, often known as armor piercing shells, are one of two types of shells available in the game as of today [10th June 2021]. When a ship is purchased, it comes with 1500 AP Shells as stock. When utilized in a match, the amount on shells decreases and, if not supplied, finally runs out. These shells may be purchased at the workshop of a specific ship; keep in mind that each ship has its own number of AP shells in reserve or stock. 100 AP shells may be purchased in a single transaction [one click], and the price varies per ship. The hue of these shells is brilliant yellow with a tinge of orange. When the AP shell is fired, this may be seen and authenticated in-game.

### Usage

Before we go into how to use this shell type, let's look at some of its attributes. When compared to HE shells, AP shells do the maximum damage. This enables them to finish off dying ships quickly and easily. However, there is a disadvantage: this kind of shell trades tremendous damage for the potential to start fires. If manage to hit, these shells do rather constant damage to the target vessel. I say manage to strike since these shells can ricochet if the opponent ship is angled towards you. Despite providing consistent damage everywhere they impact, it has been discovered that if these shells strike the centre of the enemy ship. They have a far higher probability of dealing far more damage than the real values. This is known as an Alpha-Strike and is a common occurrence at close range, and is BOW's equivalent of the citadel mechanic from WOWS.

### Recommendation

Though all ships in the game carry AP shells, they are very powerful when utilised by select ships. 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.

**Battleships:**

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?

BBs should generally employ AP against opponent BBs, but if the reload permits it, they may also utilise HE. 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. A BB should not fire AP at destroyers since the strong rounds will simply breach the DD's meagre armour. 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:**

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. Des Moines, Brooklyn, and Atago are examples of high alpha cruisers that often use AP.

When facing battleships, you have the choice of using AP or HE. If the enemy BB is in good health, employ HE to force them to use their 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. Due to their DPM, precision, and gun count, cruisers are a DD's worst nightmare. HE is normally the preferred method for destroying DDs however AP can also be used.

**Destroyers:**

Destroyers have access to AP shells as well, though their use is limited in this class.

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. The following instance in which AP might be beneficial is in DD v DD engagements. In general, HE should be used against DDs, but in a DD - DD match, AP might be considerably more beneficial. This is because it helps you to maximize your damage output, and AP has a larger probability of hitting alpha strikes. To cut a long tale short, it helps you to obtain the upper hand while facing a DD.

## (HE) High-Explosive Shells

### Usage

HE shells are primarily used in smaller warships - destroyers and cruisers. These shells may not do the damage of the AP shells, but they have a chance of setting the opponent's vessel on fire.

These Shells, when setting ships on fire, give a bonus of earnings and even increase your score for every tick of damage the enemy takes from fire damage.

### Recommendation

HE shells are recommended on warships that have a **high fire rate** and **overall low damage**. Prime examples of destroyers are the Z20 Garl Galster, and Leningrad. Cruisers straddle between HE and AP, but low damage cruisers often rely on the HE shell for damage overtime, such as the San Diego and Brooklyn.