
Mighty Monty: The Legend of the Solomons
Created by
ANAMNESlS
CategoryHybrid
DescriptionThis build is meant to be used as a mid line support role. Focusing less on damage. Since Montpelier main batteries are a downgrade from Clevelands, but she is slightly more agile due to her rudder shift. Since my Cleveland has a main fun build, i opted for Montpelier to be a more support ship. ( A second slower reload at 7.5 seconds and base cleveland main battery range at 13.9KM for a .8 second faster rudder shift. IMO this is not a fair trade, but i guess it is a premium tier 7 you don't have to work for in game, so who am i to say how to balance the ship to make it balanced and not better than her TT sister.)
To start off, while this is a Hybrid build is be very agaile, it is intended to be used so in a supporting role. I can't reccomend kiting with it, even though you have a fast rudder shift, only beat but Suzuya and Wichita, and a tight turn radius, being beat by Weimar now that it got up-tiered, this build will lack range. With the lack of range and having to shoot closer at ships, shell travel times being shorter can easily get you killed. That is not to say that when in a sticky situation, to stay still and take hits, but use kiting as a defensive measure to get away from enemes and go dark, which the lack of range will help you do quicker. Sticking near battleships behind islands is ideal, and only pushing out when you feel like it is needed and safe. When relocating, stick near the front of your friendly BBs, letting them know of any incoming torps, and being ready to quickly react yourself if you see some coming in, and going in to investigate if you do. A escort scouting role if you will. Even with the slower reload, Monty is still very deadly to enemy destroyers, with both her AP and HE having short fused AP can decimate destroyers that are found broadside and try to get torps off on you. Even if you have trouble taking them out on your own, since this is a support build, you will idealy have allies near you too help with the DD.
Modifications: For modifications, one of the primary rolls of this build is AA support, for in slot 1 and 4, I went with both AA mods, to increase range and damage of your AA a lot. Doing this while make planes think twice before coming for you you, and will likely make them target other ships near you that you are supporting. For slot 2, I went with engine Propulsion mod. 2. I find being able to accelerate faster helps with moving positons when spotted, and dodging torps if any are incoming. For slot 3, i went the the Concelment mod. even though it is stated differently on the wiki, Montpelier has the same concealment as Cleveland in game. that being base of 12.5km. Being able to sneak in enemy destroyers and get to a safe spot safely, while being able to go dark easier if in trouble, really helps with the survivabilty of a CL.
Commander and Commander Skills: For a Base Commander, I went with AL Montpelier to capitalize on the increase of AA range. For insperation, AL Baltimore is a must to quicken that rudder shift to be more agile. For the second insperation, i choe Takao, to contribute a litle in booth agility and AA. (I am also a weeb and can't help but use them cuz i did spend my real life money on fictional 2D ship commanders in a free to play game, so cut me some slack) When it comes to commanders skills for Monty, In slot 1, I went with No-Fly Zone, to boost our AA some more. In slot 2, I went with before it is Too Late of Igniter. As i have said, this is a supporting build and not a DPM. Since i typically use Defenisive AA Fire instead of Sonr, being able to spot torps sooner will give yourself and allies more time to react to incoming torps. For slot 3, I went with All Out Assault over Velocious. The Goal is not to chase down DDs, so we don't need speed. Monty is fast enough to keep up with all the allies will be supporting, and fast enough to relocate when needed. With All out Assault, our shells will be a little more accurate, and sheels will be more likely to miss us when we are targeted. While we will take 5% more damage, on a light criuiser, who will take lots of damage from anything that is pointing their guns at us, it is rather a negligable amount of an increase. In slot 4, Stear Clear is used for more agility.
AA: The Clevelands have the highest AA of any cruiser at their tier, and any carrier player will not like you in their area. Combine this with an AA build, and any carrier plaer will despise coming near you. While you likely will not get focused by planes being is you are a very manueverable cruiser and have very good AA, it is not to say it is not possible. If you are in a devision, and have a carrier with, I might even reccomend bring Defensive AA Fire instead of Sonar. While you are less likely to be targeted, throughout the battle, you will likely encounter them more, and your friendly BBs would be really thankful if you are near them to fend off any planes going after them, once again filling the escort role.
Good Luck!
Ship
AL Montpelier

Commander
AL Montpelier

Quick Look










AL Baltimore
Arpeggio Takao
Mighty Monty: The Legend of the Solomons

VII AL Montpelier





AL Montpelier







Commander Skills
Ship Modifications
Slot 1
Slot 2
Slot 3
Slot 4
Inspirations

AL BaltimoreRudder shift time

Arpeggio TakaoYour cruiser's average AA damage per secondRudder shift time
Build Stats
Survivability
Armament
Aircraft
Air Defense
Maneuverability
Detectability