San Martin - Tier X Pan-American Cruiser 1949

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flagshipicon San Martin - Tier X Pan-American Cruiser 1949

A large, well-protected light cruiser project based on the experience of the Pacific War and armed with powerful AA defenses and dual-purpose main guns.
 
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Changes to Tier VI-X Pan-American cruisers
  • Idle time before the Combat Instructions meter begins to deplete has been increased: 6 to 10 s.
  • Rate at which the Combat Instructions meter depletes after a period of inactivity has been decreased: one tick per second to one tick every two seconds.
 
 
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Key Features

Another version of the Worcester-class cruiser design, this time from 1949. The cruiser is a further development of the Worcester-class cruiser. The general layout and architecture are similar to Worcester. The propulsion system has a similar layout to that used on Worcester-class cruisers but is improved relative to the prototype to give up to 145,000 hp and a speed of 34 knots. In order to reduce the space taken up by the funnels in the superstructure, the decision was made to unify them into two funnels.
The Argentine Navy could have purchased such a cruiser from the USA after the war, as it happened in reality with two Brooklyn-class light cruisers in 1951.

San Martin Info:

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Ship Name:  flag cruiser X San Martin
Level: 10
Paper ship: Yes
Class: Worcester class cruiser design
WG introduction:  December 7, 2022
Status during early access and tests: shipicon Special Ship
Status when final: battleship Researchable Ship
Estimated release: 0.12.2
Nation:  flag Pan-American (Argentina)
Current development status: Work in Progress

San Martin Armor:

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Hit Points: 49,800 hp
Fires duration: 30 s
Torpedo protection: 7 %
Armour: 13-178 mm
Turret Plating: 76-178 mm
Superstructure: 13 mm
Armor Belt: 25-127 mm
Plating: 25 mm
Fore Athwartships: 25 mm
Aft Athwartships: 25 mm
Citadel Fore Athwartships: 89 mm
Citadel Aft Athwartships: 89 mm
Citadel Deck: 89 mm
Citadel Bottom: 30 mm
Tonnage: 21,000

Main Battery Armament:

Main Battery
2 × 3 152 mm/47 DP Mk.16 in a turret:
2 × 2 152 mm/47 DP Mk.16 in a turret:
Firing range: 15.5 km
Reload time: 6.0 s
180 degree turn time: 7.2 s
Maximum dispersion: 143 m
Sigma: 2.05.
 
Shell Types
 
AP Shells: 10x 152 mm AP 130 lb Mk35:
Max AP Shell Damage: 3,400
Ammo Type: Armor Piercing
Shell Air Drag: 0.28
Shell Always Ricochet At: 75.0°
Normalization: 8.5°
Shell Detonator: 0.025
Shell Detonator Threshold: 25.0 mm
Shell Krupp: 2692.0
Shell Mass: 59.0 kg
Ricochet At: 60.0°
Shell Speed: 812.0 m/s

Combat Instructions:

Activation effect:
Consumable preparation and reload time: -85%
Action time: 30s
Activation condition
Fire a salvo from all of your main battery guns at an enemy ship, repeat this action until you can activate the Combat Instructions.
Required hits per salvo: 1
Progress bar adds per action: +2%
If you are inactive, you will start to lose your progress.
Time of inactivity before progress loss: 10.0 s
Interval between progress losses: 2.0 s
Progress loss per interval: -25%

Depth Charge Airstrike:

Reload time: 30.0 s
Available flights: 2
Number of Aircraft in Attacking Flight: 1
Maximum range: 8.0 km
Bombs per payload: 2x 650-Pound Depth Bomb
Maximum bomb damage: 4900
Chance of fire: 28%

Torpedoes:

2x5 533 mm Mk14/Mk 17
Maximum damage: 17500
Range: 10.5 km
Speed: 66 kt
Reload time: 106 s
Launcher 180 degree turn time: 7.2 s
Torpedo detectability: 1.3 km

AA Defence:

Long Range:
2×3 152 mm/47 DP Mk.16 in a turret:
2×2 152 mm/47 DP Mk.16 in a turret:
Continuous damage per second: 105
Hit probability: 90 %
Action zone: 6.9 km
Number of explosions in a salvo: 5
Damage within an explosion radius: 1890
Action zone 3.5 - 6.9 km
Mid Range:
9x2 76.2 mm/50 Mk.22 on a Mk.33 mount:
2x1 76.2 mm/50 Mk.22 on a Mk.34 mount:
Continuous damage per second: 375
Hit probability: 90 %
Action zone: 4.0 km
Short Range:
10x2 20 mm Oerlikon on a Mk.20 mount:
Continuous damage per second: 123
Hit probability: 85 %
Action zone: 2.0 km

Mobility:

Maximum speed: 34.0 knots
Turning circle radius: 790 m
Rudder shift time: 11.4 s
Propulsion: 145,000 hp

Visibility:

Surface Detectability: 11.3 km
Air Detectability: 8.5 km
Detectability by enemy subs: 0-8.5 km
Detectability whilst firing in smoke: 5.5 km

Consumables:

Slot 1: Damage Control Party:
Charges: infinite
Work Time: 5 s
Reload Time: 60 s
Slot 2:  Specialized Repair Teams:
Charges: 3
Action Time: 20 s
Reload Time: 180 s
HP per Second: +996 hp/s
Slot 3: Short Range Hydroacoustic Search:
Charges: 4
Action time: 100 s
Reload time: 180 s
Torpedo detectability: 3.0 km
Ship detectability: 3.0 km
Submarine Spotting Range at Max Depth: 2.0 km
Slot 3: Defensive AA Fire:
Charges: 4
Action time: 40 s
Reload time: 180 s
Slot 4: Surveillance Radar:
Charges:  4
Action Time:  25 s
Reload Time:  180 s
Detectability Ship distance: 9.0 km
Slot 5: Spotting Aircraft:
Charges: 4
Action time: 100 s
Reload time: 240 s
Firing distance: +20%
Slot 5: Fighter:
Charges: 4
Action time: 60 s
Reload time: 180 s
Radius: 3 km
Fighters: 4
 
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change at any time.
 
Please note! that all information in this post is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published stated as Released on our WGB website.
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