Cruiser - Commonwealth Tier IX Hector
Captain & Ship Build and Strategy Guide
- Build focus: Main battery DPM, concealment, survivability and consumable utility
- Main battery: Fourteen 133 mm guns with a 6.7-second reload and 15.57 km range
- Primary ammunition: HE for sustained damage, AP against broadside lightly armored targets
- HE penetration: 22 mm, making target selection important against larger ships
- Torpedoes: 12 km torpedoes provide additional pressure against cruisers and battleships
- Consumables: Repair Party, Hydroacoustic Search or Defensive AA Fire, and Crawling Smoke Generator
- Playstyle: High-DPM support cruiser using concealment, smoke and maneuverability to maintain sustained fire
- Smoke: Crawling Smoke allows Hector to remain concealed while moving, making it useful for controlled retreats and repositioning
- Key strength: Very high DPM combined with low detectability and flexible smoke utility
- Key weakness: Low survivability and poor main-battery armor penetration
- Captain focus: Main battery performance, concealment and survivability
- Applies to: Commonwealth Tier IX Hector
Hector is a Tier IX Commonwealth premium light cruiser built around an enormous volume of fire, low detectability and the unusual utility of a Crawling Smoke Generator. Her fourteen 133 mm guns reload every 6.7 seconds, giving her excellent sustained DPM, but the small caliber means that the shells have limited armor penetration. The ship is therefore much more dependent on target selection and sustained exposure than a conventional heavy cruiser.
The 133 mm HE shells penetrate only 22 mm of armor. This is enough to damage many destroyers and lightly armored cruiser sections, but it prevents Hector from simply farming every battleship from every angle. Against larger ships, aim for superstructures and other vulnerable areas rather than repeatedly firing at armor that the shells cannot penetrate.
The compensation for the low penetration is volume. Fourteen guns firing every 6.7 seconds can put a remarkable number of shells into the target, and the standard cruiser dispersion keeps the battery reasonably consistent. Hector's success therefore comes from maintaining a firing cycle over a long period rather than depending on massive individual salvoes.
AP should be considered whenever a lightly armored target gives you a broadside. The 133 mm AP shells deal up to 2,550 damage and have a 0.033-second fuse, making them useful against appropriate cruiser targets. HE remains the default choice when the target is angled or when penetration is more reliable with HE.
Hector's biggest defensive advantage is her concealment. The official Wiki lists low detectability as one of the ship's key strengths, which is especially important because the hull itself is fragile. The ability to approach a firing position, engage briefly and then disappear gives Hector much more control over engagements than her armor would suggest.
The Crawling Smoke Generator complements this perfectly. Unlike a conventional smoke screen that encourages the ship to stop moving, Crawling Smoke allows Hector to maintain concealment while slowly advancing or retreating. This makes it particularly useful when repositioning under pressure, crossing exposed water or maintaining a firing position while reducing the amount of enemy return fire.
Smoke should not be treated as permission to sit stationary for the entire engagement. Hector is still vulnerable to torpedoes, radar and blindfire. The strongest use of Crawling Smoke is to create a moving defensive screen while you continue changing position and making yourself difficult to predict.
Hydroacoustic Search provides another layer of protection when Hector operates near islands or objectives. The current consumable setup gives her Hydroacoustic Search or Defensive AA Fire in the third slot, alongside Repair Party and Crawling Smoke. Hydro is particularly valuable because Hector's close-to-medium-range style naturally puts her into areas where torpedoes are more likely to be used.
Repair Party is equally important because Hector's survivability is one of her listed weaknesses. The ship has three Repair Party charges, allowing her to recover damage over the course of a battle. However, the heal should complement good positioning rather than replace it.
The recommended captain build should therefore emphasize sustained firepower while retaining enough concealment and survivability to keep Hector active. There is little point in maximizing theoretical DPM if the ship is forced out of the battle after the first major engagement. A balanced build allows the cruiser to repeatedly create firing opportunities while preserving its limited health.
Hector's ideal engagement range is generally medium range rather than extreme distance. Her shells are comfortable to fire against larger targets, but the low penetration makes long-range farming less efficient against heavily armored ships. Closing the distance improves accuracy and gives the guns more opportunities to target destroyers and vulnerable cruiser sections.
This does not mean Hector should play as a frontline cruiser. Her low survivability makes concentrated enemy fire extremely dangerous. Instead, position yourself close enough to exploit your DPM while keeping islands, friendly ships or smoke available as a disengagement tool.
During the opening minutes, use concealment to determine where Hector can safely contribute. Supporting your destroyers from behind the frontline is often more productive than rushing directly into the objective. Once a target is spotted, use the high DPM to pressure it while watching the number of enemy ships that begin aiming at you.
The number of enemy ships targeting Hector should influence how long you remain exposed. One or two opponents can often be handled through maneuvering and distance, while being targeted by several battleships is usually a signal to disengage. Crawling Smoke is particularly valuable at this point because it can help you break contact without completely abandoning the flank.
Against destroyers, Hector's rapid reload is one of her biggest advantages. Fourteen guns firing every few seconds can punish a DD heavily if it remains spotted. The main challenge is actually landing enough shells while avoiding torpedoes and supporting fire. Hydro can make these engagements considerably safer around objectives.
Do not chase a destroyer deep into hostile territory. Hector's strength is sustained fire, not close-range brawling. Let the enemy destroyer remain inside your effective firing range while allied ships provide additional spotting and pressure. If the target disappears, use concealment to reposition rather than continuing the pursuit blindly.
Against cruisers, AP becomes more important. Broadside or lightly armored cruisers can take significant damage from repeated 133 mm AP hits, while HE remains the safer option against ships that are heavily angled. Because the reload is relatively fast, Hector can react quickly when a cruiser changes angle.
Against battleships, target selection becomes critical. The 22 mm HE penetration means you should concentrate on superstructures and other sections that can actually be damaged. Fires are an important component of your overall damage, but do not remain exposed simply to chase another fire. A living Hector can generate much more damage over the course of a battle than one caught in a battleship crossfire.
Hector also carries twelve 533 mm torpedoes with 12 km range. This gives her a surprisingly strong secondary threat against pushing ships. The torpedoes are especially useful around islands and narrow approaches, where enemy battleships have limited room to maneuver. They can also discourage an enemy ship from pursuing Hector too aggressively.
Do not, however, let the torpedoes encourage unnecessary brawling. Hector is much more valuable as a sustained-fire cruiser than as a torpedo rusher. Use the torpedoes to supplement your gunfire and control enemy movement rather than deliberately entering point-blank engagements.
One of the strongest tactical combinations is Hydro plus Crawling Smoke. Hydro helps identify torpedo threats and nearby ships while the smoke provides concealment. This can allow Hector to operate much closer to an objective than her fragile hull would normally permit, provided you remain aware of radar and blindfire threats.
The same combination also helps during retreats. When an enemy flank begins pushing, Hector can activate Crawling Smoke and slowly withdraw while continuing to fire. The smoke screen moves with the ship, allowing the cruiser to maintain pressure without remaining completely exposed during the withdrawal.
Positioning is therefore one of the most important skills to master. Hector's guns reward staying active, but the hull punishes exposure. You need to constantly balance those two requirements: remain close enough to maintain DPM while preserving a route that lets you disappear when the enemy focus becomes too high.
Mid-game is where Hector's mobility and concealment can begin to create major opportunities. As the enemy fleet becomes more spread out, use gaps in the formation to establish new firing positions. A damaged cruiser or isolated battleship is much easier to farm than a ship protected by several supporting guns.
This is also when Hector can begin using her torpedoes more aggressively. An isolated battleship approaching an island can be threatened with torpedoes while the main battery continues firing at its superstructure. The enemy is then forced to react to multiple threats simultaneously.
Do not remain in one position simply because your Smoke is active. Enemy players can predict where a Crawling Smoke cruiser is likely to be, particularly if you maintain the same course for a long time. Change speed, adjust your heading and use the moving smoke screen to create uncertainty about your exact position.
The late game is generally favorable for Hector. With fewer enemy ships remaining, the number of guns capable of focusing her decreases and the ship's concealment becomes much more valuable. Her high DPM can then be used against isolated targets while Repair Party helps recover damage accumulated earlier in the battle.
At this stage, Hector can also afford to operate closer to the remaining enemy ships. Destroyers become easier to punish with the rapid-firing guns, while battleships and cruisers have fewer supporting ships to protect them from torpedoes. This is where the ship's combination of guns, concealment, smoke and torpedoes can become extremely oppressive.
The biggest mistake with Hector is treating her as a conventional heavy cruiser. She has the damage output to look impressive on the scoreboard, but the low survivability and 22 mm HE penetration make careless engagements extremely expensive. The ship needs to win through positioning and sustained pressure rather than armor.
Another common mistake is overusing Smoke. Crawling Smoke is powerful because it allows Hector to remain concealed while moving, but it should not replace proper positioning. Use it to create tactical advantages—especially during disengagements, repositioning and close support—rather than simply activating it whenever you want to fire safely.
Overall, Hector is a specialized Commonwealth Tier IX light cruiser built around high DPM, concealment and Crawling Smoke. Her fourteen 133 mm guns can deliver a constant stream of fire, while 12 km torpedoes and Hydro provide valuable close-range utility. Her weak armor and low HE penetration prevent her from being an easy ship to play, but they also make proper positioning highly rewarding.
The ideal Hector captain stays active without becoming exposed. Use concealment to approach, exploit the high gun DPM against appropriate targets, use Hydro when operating near dangerous areas and keep Crawling Smoke available for moments when you need to break contact or reposition. When played with patience, Hector can maintain pressure for an entire battle while remaining frustratingly difficult to pin down.
