
Dalarna - European Super Destroyer 1953
A versatile destroyer that combines powerful artillery and torpedo armament with the most advanced AA and ASW capabilities for the 1950s.

Flip your mobile device to landscape for better viewing.

Key Features
Dalarna is a classic representation of the European destroyer line: powerful torpedo armament, strong AA defence, no smoke, and a decent calibre for her main guns, which allows the ship to repel the enemy in an artillery duel.
The main difference between this ship and its predecessor, Halland, is the additional turret, which gives it one of the best damage per minute of her type.
In addition, the Dalarna can use two types of torpedoes in combat:
The main difference between this ship and its predecessor, Halland, is the additional turret, which gives it one of the best damage per minute of her type.
In addition, the Dalarna can use two types of torpedoes in combat:
- The familiar "European" torpedoes with high speed and low damage.
- Slow and not the most long-range torpedoes with increased damage.

Dalarna Info
Ship Name: 
Dalarna



Level: Supership
Paper ship: Yes
Class: Superdestroyer
WG introduction: June 10, 2022
Status when final:
Super Destroyer


Status during tests:
Special Ship

Ship release: 0.11.8 Lighthouse Auction September 29th
Nation:
Europe

Current development status: Work in progress
Economic Bonuses
Permaflage:
Your 1st regular permanent camo is
200 doubloons




Bonus to Ship XP: +200%
Bonus to Commander XP: +200%
Bonus to Commander XP: +100%

Survivability
Hit Points: 20,300 hp
Overall: 6-20 mm
Side Plating: 19 mm
Bottom: 20 mm
Turret Plating: 6 mm
Tonnage: 3.590 t

Main Battery Armament
3 x 2 120 mm/50 Model 1950 in a turret:
Max Range: 11.1 km
Reload: 2.8 s
180° Turn Time: 7.2 s
Dispersion at Max Range: 108 m
Sigma: 2.0σ
Shell Types:
HE Shells 6 x 120 mm HE M1950:
Max HE Shell Damage: 1750
HE Max Salvo: 10,500
HE Max DPM: 315,000
Alpha Piercing HE: 20.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.3215
Shell Always Ricochet At: 60.0°
Normalization: 68.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 120 mm
Shell Krupp: 480.0
Shell Mass: 23.5 kg
Shell Ricochet: 91.0°
Shell Speed: 825.0 m/s
Burn Probability: 8%
AP Shells: 6 x 120 mm AP M1950:
Max AP Shell Damage: 2100
AP Max Salvo: 10,500
AP Max DPM: 190,909
Ammo Type: Armor Piercing
Shell Air Drag: 0.3215
Shell Always Ricochet At: 60.0°
Normalization: 10.0°
Shell Detonator: 0.01
Shell Detonator Threshold: 20.0
Shell Diameter: 120 mm
Shell Krupp: 2400.0
Shell Mass: 23.5 kg
Ricochet: 45.0°
Shell Speed: 825.0 m/s

Depth Charges
Maximum damage: 2000
Charges: 2
Bombs per charge: 8
Reload time: 40 s

Torpedoes
2 × 5 533 mm Torped M1947 mod 2:
Max Damage: 10,700
Range: 15.0 km
Reload: 90 s
Speed: 86 kts
180 degree turn time: 7.2 s
Torpedo detectability: 1.8 km
Enemy response time after spotting these torps: 8.05 s
Alternative Torpedoes
Torpedo Switching time: 5.0 s
2 × 533 mm 5 Torped M1927 mod 1:
Max Damage: 17,500
Range: 8.0 km
Reload: 90 s
Speed: 70 kts
180 degree turn time: 7.2 s
Torpedo detectability: 1.3 km
Enemy response time after spotting these torps: 7.14 s
Chance to cause flooding: 296%

Anti Aircraft Defence
Long Range:
3 × 2 120 mm/50 Model 1950 in a turret:
Firing range: 6.0 km
Hit Probability: 100 %
Damage by Zone Area AA: 210
Damage Caused by Shell Explosions: 1890
Number of Explosions Per Salvo: 9
Action Zone: 3.5 - 6.0 km
Continuous Damage: 463
Mid Range:
2 x 2 57 mm/60 SAK Model 1950 on a Model 1950 mount:
5 x 1 40 mm/70 SAK-40/L70-350 on a SAK-40/L70-350:
5 x 1 40 mm/70 SAK-40/L70-350 on a SAK-40/L70-350:
Firing range: 4.0 km
Hit Probability: 100 %
Damage by Zone Area AA: 379

Mobility
Maximum speed: 36.0 knots
Turning circle radius: 720 m
Rudder shift time: 4.4 s
Propulsion: 63,400 hp

Visibility
Surface Detectability: 7.5 km
Air Detectability: 3.9 km
Detectability by enemy subs: 0-3.9 km
Detectability whilst firing in smoke: 2.8 km

Available Consumables
Slot 1: Damage Control Party:
Charges: infinite
Action Time: 5 s
Reload Time: 40 s
Slot 2: Engine Boost:
Charges: 3
Action Time: 120 s
Reload Time: 120 s
Boost: +8%
Slot 3: Repair Party:
Charges: 3
Action Time: 14 s
Reload Time: 80 s
Regenerated hp per Second: +203 hp/s
Slot 4: Defensive AA Fire:
Charges: 3
Action Time: 40 s
Reload Time: 80 s