Annapolis - American Heavy Super Cruiser 1953

  Annapolis - American Heavy Super Cruiser 1953

A further development of the Des Moines-class heavy cruisers. The key distinctive feature not present in her prototype is larger dimensions and increased firepower achieved by equipping the ship with an extra main battery turret.
 
Key Features:
The unique feature of Annapolis will be: "Alternative firing mode: Burst Fire". In this mode, each individual turret automatically fires off several shells with a short interval between salvos and then goes on a long reload. When the mode is activated, the characteristics of the guns or shells change depending on the ship.
 
Annapolis Info:
Ship Name:    Annapolis
Level:  Supership
Paper ship:  Yes
Early Access:  0.10.10
Class:  Supercruiser
WG introduction:  October 5, 2021
0.11.3 Status:  Supership
Ship release:  0.10.10
0.11.3 Super Cruiser   Annapolis cost is  47,500,000 Credits.
To obtain Annapolis starting with 0.11.3, you must first have researched  X Des Moines of the corresponding branch.

Only players who own or have researched at least 3 (three) Tier X (10) ships will have access to superships.
Nation:  usa flagUSA
Current development status:  Released
Ship Armor:
Health Points: 51900 hp
Armour: 16~203 mm
Turret plating: 51~203 mm
Superstructure: 16 mm
Armor Belt: 30~170 mm
Fore Athwartships: 127 mm
Aft Athwartships: 127 mm
Citadel Fore Athwartships: 30~127 mm
Citadel Aft Athwartships: 30~127 mmmm
Citadel Torpedo Bulkhead: 15 mm
Citadel Deck: 102 mm
Citadel Bottom: 40 mm
Torpedo Damage Reduction: 16%
Tonnage: 24 402 t
Main Battery Armament:
4 x 3 203 mm/55 RF Mk.16 in a turret:
Max Range: 16.2 km
Reload: 5.5 s
180° Turn Time: 20.0 s
Dispersion at Max Range: 145 m
Sigma: 2.05σ
 
Shell Types:
 
HE Shells: 12 x 203 mm HE/HC Mk25:
Alpha Damage: 2800
Ammo Type: High Explosive
Alpha Piercing HE: 34.0 mm
Shell Air Drag: 0.333
Shell Always Ricochet At: soon60.0°
Normalization: 8.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 203 mm
Shell Krupp: 630.0
Shell Mass: 118.0 kg
Shell Ricochet At: 91°
Velocity: 823.0 m/s
Burn Probability: 14%
 
AP Shells: 12 x 203 mm AP Mk21:
Alpha Damage: 5000
Ammo Type: Armor Piercing
Shell Air Drag: 0.356
Shell Always Ricochet At: 67.5°
Normalization: 7.0°
Shell Detonator: 0.033
Shell Detonator Threshold: 34.0 mm
Shell Diameter: 203 mm
Shell Krupp: 2919.0
Shell Mass: 152.0 kg
Shell Ricochet At: 60.0°
Velocity: 762.0 m/s
Alternative firing mode: Burst Fire:
 
Each turret has one additional firing mode. It can be activated by pressing the F key. After switching to this mode, each separate turret can deliver several consecutive salvos in rapid succession before being subjected to a long reload. Activating this mode changes gun characteristics such as shell dispersion and penetration capabilities.
 
Increases main battery guns firing rate, the short reload time allows you to make a series of shots with quick reload.
Reload time: 40 s
Interval between shots: 1 s
Number of salvos in a firing sequence: 3
Secondary Armament:
6 x 2 127 mm HE Mk41:
Max HE Shell Damage: 1800
Range: 7.3 km
Reload: 4 s
Alpha Piercing HE: 21.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.279
Normalization: 68.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 127 mm
Shell Krupp: 1.0
Shell Mass: 31.75 kg
Shell Ricochet: 91.0/60.0°
Shell Speed: 808.0 m/s
Burn Probability: 9%
Depth Charge Airstrike:
Maximum bomb damage: 3400
Available flights: 2
Attack aircraft per flight: 2
Range: 6 km
Bombs per payload: 6
Reload time: 90 s
AA Defence:
Long Range:
6 × 2 127 mm 127 mm/54 Mk.16 on a Mk.42 mount:
Firing range:  6.0 km
Hit Probability:  90 %
Damage by Zone Area AA:  231
Damage Caused by Shell Explosions:  1820
Number of Explosions Per Salvo:  10
Action zone:  3.5 - 6.0 km
Mid Range:
10 × 2 76.2 mm 76.2 mm/70 Mk.37 in a turret
Firing range:  4.0 km
Hit Probability:  90 %
Damage by Zone Area AA:  560
Mobility:
Maximum Speed: 33.0 kts
Turning Circle Radius: 860 m
Rudder Shift Time: 8.8 s
Propulsion: 160,000 hp
Visibility:
Surface Detectability:   13.6 km
Detectability by depths:  0-9.6 km
Air Detectability:  9.6 km
Detectability after Firing Main Guns in Smoke:   8.3 km
Consumables:
Slot 1:  Damage control party
Charges:  infinite
Action Time:  5 s
Reload Time:  60 s
Slot 2  :Hydroacoustic Search
Charges:  3
Action Time:  100 s
Reload Time:  120 s
Detectability Torpedo distance: 3.5 km
Detectability Ship distance: 5.0 km
Slot 2  :Defensive AA Fire
Charges:  4
Action Time:  40 s
Reload Time:  80 s
Slot 3  :Surveillance Radar
Charges:  3
Action Time:  40 s
Reload Time:  120 s
Detectability Ship distance: 10.0 km
Slot 4  :Repair party
Charges:  3
Action Time:  28 s
Reload Time:  80 s
HP per Second:  +280 hp/s
 
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change at any time.

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