May 21, · The dictionary definition of citadel states that it is ‘A stronghold into which people could go for shelter during a battle.’. In terms of ships, a citadel refers to a room where the crew of the ship can hide in case there is a pirate attack on the ship or when the pirates are aboard the ship. In recent times, the usage and incorporation of the citadel method in ships to protect the ship’s crew against maritime . On armored warships, the heavily armored section of the ship that protects the ammunition and machinery spaces is called the armored citadel. A modern naval interpretation refers to the heaviest protected part of the hull as 'The Vitals', and the citadel refers to the semi armoured freeboard above the .
Members who are contemplating the use of a citadel as a defensive measure against piracy should be aware of the following recommendations contained in BMP The establishing of a Citadel may be beyond the capability of ship's staff alone, and may well require external technical advice and support. A Citadel is a designated pre-planned area purpose built into the ship where, in the event of imminent boarding by pirates, all crew will seek protection.
A Citadel is designed and constructed to resist a determined pirate trying to gain entry for a fixed period of time. The details of the construction and operation kn Citadels are beyond the scope of this booklet. The whole concept of the Citadel approach is lost if any crew member is left outside before it is secured. The detailed advice and guidance on construction and use of citadels referred how to display alert message in servlet in BMP4 can be found at the website of MSCHOAor can be provided by e-mail on request by the Managers.
Equitable Compensation for Failure to Comply with Arbitration Clause; the Owners issued bills of lading governed by English law for the cargo which contained a law and jurisdiction clause providing that disputes arising under the bills of lading were to be determined in arbitration in London. On the 29th September the ICS published the attached guidelines for ship operators for protecting seafarers during Covid, this publication has been supported by the International Group.
Citadels Members who are contemplating the use of a citadel as a defensive measure against piracy should be aware of the following recommendations contained in Wwhat "If Citadels are to be employed, they should be complementary to, rather than a replacement for, all other Ship Protection Measures set out in BMP 4. The crew of the ship must have self contained, independent, reliable 2-way external communications sole reliance on VHF communications ehat not sufficient.
The pirates must be denied access to ship propulsion. Tags Articles. You may also be interested in:.
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A citadel is the core fortified area of a town or city and adapted to be used as part of a ship. It may be a castle, fortress, or fortified central area. The term is a diminutive of "city" and thus means "little city", so-called because it is a smaller part of the city of which it is the defensive core. Feb 14, · In short, a citadel is where a ship keeps its vital organs. Machinery spaces, turret barbettes, etc. The citadel on my Roma. As you can see, it stretches from #1 barbette all through the length of the ship to just aft of the #3 barbette. This is where all . A Citadel is a designated pre-planned area purpose built into the ship where, in the event of imminent boarding by pirates, all crew will seek protection. A Citadel is designed and constructed to resist a determined pirate trying to gain entry for a fixed period of time.
In short, a citadel is where a ship keeps its vital organs. Machinery spaces, turret barbettes, etc. The citadel on my Roma. As you can see, it stretches from 1 barbette all through the length of the ship to just aft of the 3 barbette. This is where all the vital machinery is kept that keeps the ship functioning. Boilers, turbines, barbettes, etc.
Roma's turret barbettes. Barbettes are the round, armored structures that house a turret's ammo hoists, machinery, etc. In general, no. The citadel extends to include the barbettes lengthwise, but the barbettes project above the citadel and are not part of the citadel. You can get hit in a barbette without getting citadeled. What about magazines?
Is any magazine hit automatically a citadel hit, or vice versa? That varies per ship. Many ships keep their magazines inside their citadel, especially bigger ships at higher tiers, but a great many ships have their magazines outside the citadel and thus can be detonated without getting hit in the citadel. Also, magazines are much smaller than citadels, so even if a ship keeps its magazines in its citadel, hitting the citadel doesn't automatically mean a magazine hit.
This is an overpen. This is a normal pen. This is a citadel hit. In short, a citadel hit does three times the damage of a normal penetrating hit and ten times the damage of an overpen. That's why you should care about citadels. It takes a third of the hits - thus time - to kill a ship through citadel hits than it does through normal penetrations.
Only if your AP shell detonates inside the citadel. Yes, you can overpen a citadel and do reduced damage, if your shell is fast enough and your target flimsy enough. For example, Roma has notoriously fast AP shells, with normal fuse timing. Ok, so, hit the citadel for massive damage. Got it. So the citadel is the weak spot? Not really.
A ship's citadel tends to be the most heavily protected part of the ship. Take my Grosser Kurfuerst for example:. In order to get to the citadel you have to go through a mm belt slanted outwards, a heavily slanted mm turtleback and a 45mm bulkhead.
We'll get back to why that matters, after A turtleback is a feature of some ships in this game. Most notably German battleships and to a lesser extent cruisers, but more nations experimented with several similar designs. In the screenshot of my Grosser Kurfuerst, see where I've indicated the mm armor plate?
It's sloped back heavily, to the point where a shell that manages to get through the mm armor belt hits this additional mm plate at such an angle that it's very likely to just bounce harmlessly off, never hitting the citadel directly.
This makes ships like the Grosser Kurfuerst very resilient and nearly impossible to citadel. It can be done, but usually only from very long range, where the shell goes in through the much thinner upper belt and hits the turtleback at a much steeper angle, negating the autobounce effect.
To make things even more confusing, different AP shells have different values. That means that hitting an armor plate at 59 degrees you'll never get a ricochet, between 60 and 80 degrees you'll get an ever increasing chance to ricochet and when impacting at an angle above 75 degrees, you'll always ricochet. Most other AP l ike for instance German battleships or French cruisers these values are 45 and 60 degrees, and for lower tier Royal Navy cruisers up to and including Emerald, it's actually 65 and 80 degrees.
You can see every shell in the game and check their autobounce angles here. Note that you can still bounce a shell if it hits at an angle less than the minimum ricochet angle. One important note to remember is the overmatch mechanic.
A shell will ignore an armor plate if the shell's caliber is So, for example, a 16" AP shell will ignore a 25mm plate of armor, no matter the angle. Remember how the mm turtleback is so steeply angled?
Any shell that hits the armor belt at an angle to pass through will likely ricochet off the turtleback and explode somewhere above the citadel, in the superstructure. This makes turtlebacks such an effective means to protect the citadel.
Kurfuerst's citadel is hidden behind three layers of armor, each with a different angle. Each of these three layers of armor is thick enough so that any shell that exists in this game will not overmatch them, and thus aren't ignored.
And every layer of armor that an AP shell hits, causes a ricochet calculation - except where overmatch happens, which we just established is not in play here. And with the wildly different angles the plates sit at, there's a very good chance that any AP shell that hits that area will fail at least one of the ricochet checks and not go through into the citadel. You can see that a part of the citadel, the yellow 'check', is flush with the side of the ship.
It's only mm thick, and hitting it with sufficiently large HE is enough to cause a citadel hit. In order to do this you need to use stupidly large HE though, as it needs to have sufficient penetration to go through mm of armor. Nelson's 16" HE can do it, for example.
Of course, this being a WG product and they don't like making things simple, there are exceptions. Some of them, like those on German battleships, yes.
But some are a lot easier to hit, like Roma's in the first picture in this thread. Note how Roma's citadel extends a bit above the waterline and doesn't have any tricks like turtlebacks protecting it. It's just a m armor belt and a 40mm bulkhead at the same angle. Knowing which citadels are easy to hit and which aren't is a big part of being a good player. This is unfortunately not something I can easily list in a simple, rule-of-thumb thread like this, but something you'll have to learn by experience.
When should I try going for citadel hits and where should I aim? And which ships should I use? Use ships with powerful AP and aim center mass, waterline. Shoot at targets that are roughly broadside on to you, and pick targets carefully. Basic rule of thumb is that battleships citadel broadside cruisers and battleships from any range, cruisers can citadel cruisers from medium and battleships from close range and destroyers can citadel light cruisers from close range.
However, keep in mind that some ships have very effective turtlebacks German battleships for example or submerged citadels most of the British battleships except for Nelson so you're not going to hit their citadels easily, if at all. Destroyers can't be citadeled by anything, at any range. They do have a machinery box, but this isn't treated as a hitbox by the game. This is on purpose - back in Alpha destroyers could be citadeled, and they were just unfun to play, getting deleted by anything that breathed at them moderately harshly.
You can keep your angles in mind, and present the most layers of armor at the weirdest angles. Remember that every single layer of armor triggers a ricochet calculation, so present more layers at steeper angles, and you should minimize the risk of getting citadeled - as long as they're not using guns that flat-out ignore your armor because of overmatch.
Yamato's citadel, or at least the forward part of it. If you go broadside in a Yamato enemy battleships can just yolo their AP straight through the mm side belt straight into the citadel. The forward shape of the citadel is mm thick and hidden behind 32mm thick bow plating, but overangling Yamato to get the 3 turret in on the action means sufficiently powerful guns can just go through the bow plating and still hit the citadel, even if the mm belt is at such an angle that any shell would just ricochet.
Plus, Yamato and Musashi have guns of mm caliber. Remember the old overmatch rule? These shells are the only ones in this game large enough to just outright ignore the 32mm bow plating and go straight into the citadel at any angle. Anyways, I hope this guide was of some use to some people.
If you ever see me on the red team, please conveniently forget everything you've learned here. Thanks Lert, great write up. I'd forgotten about that one. Added it to my OP, along with iChase's video on the same subject.
Lert, I saw a video about how a Citadel below the water line can be hit by aiming below the water line. Is any of that dependent upon type of shell, Caliper etc, also does the shell lose pen value as it passes through water? Very good Lert very helpful. Any AP shell loses pen when traveling through water, and very fast at that. You can citadel someone by hitting them below the water line, but the shell has to hit the water very close to the target and you have to get very lucky with where RNG places the shell.
Thanks, also can i assume it works the way it does in real life? A heavy grain bullet traveling slower will tend to go through water farther than the same weight bullet traveling at a faster speed.
In other words, do the slow traveling shells have a better chance of hitting a citadel through water? I honestly don't know. If slow shells do travel further under it will be only marginally so though, at the distances and ranges this game operates at. Awesome guide and infomation I always find it's hard to what degree I should angle my armor to a target that's shooting at me to have max effect