Jacksonville: American Light Super Cruiser 1945

cruiser Jacksonville image

flag shipicon supership icon Jacksonville: American Light Super Cruiser 1945

The project envisioned a formidable light cruiser armed with fifteen 152 mm dual-purpose guns, representing a theoretical advancement of the Worcester class. In the early 1940s, the United States explored designs for vessels equipped to combat high-altitude aircraft. Among the armaments contemplated were 152 mm dual-purpose guns mounted in triple-gun turrets, a concept that never progressed beyond the planning stages.

 
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Key Features

  • Main Battery: Jacksonville boasts a fast-reloading main battery equipped with fifteen 152mm guns. These guns can unleash significant damage on opponents.
  • Turret Rotation: The cruiser has swift turret rotation, allowing for quick target acquisition and engagement.
  • Strong AA Characteristics: Jacksonville’s anti-aircraft capabilities are robust, making her effective at defending against enemy aircraft.
  • Good Concealment: She excels in concealment, allowing her to remain hidden and surprise adversaries.
  • Versatile Consumables: Jacksonville comes with a versatile set of consumables, enhancing her tactical options during battles.
  • Combat Instructions: A unique feature, Combat Instructions temporarily boost her High-Explosive (HE) penetration, mitigating the typical weakness of light cruisers.
  • Drawbacks: However, poor ballistics and weak armor, similar to the Worcester, are the most significant drawbacks for this ship.

Jacksonville combines firepower, agility, and tactical flexibility, making her a formidable addition to the cruiser lineup.

Gameplay

  • Familiarity with Worcester Class Cruiser Gameplay: If you’re already experienced with Worcester class cruisers, you’ll find Jacksonville’s playstyle familiar.
  • Effective Use of Cover: Utilize islands or smoke to your advantage. Positioning behind cover is crucial for maximizing her main battery effectiveness.
  • Strong AA Suite: Jacksonville boasts a robust anti-aircraft suite, making her effective against enemy aircraft.
  • Surveillance Radar: Access to Surveillance Radar enhances her utility as a support vessel, allowing you to spot enemy ships even through concealment.
  • Teamwork: Coordinating with friendly ships is essential. Effective teamwork will turn Jacksonville into a formidable force on the high seas.
  • Consumables: Jacksonville has separate slots for Defensive AA Fire, Repair Party, and Hydroacoustic Search consumables.

Jacksonville Info

Ship Name: flag shipicon supership icon Jacksonville
Level: 11
Paper ship: Yes
Class:  Project Worcester class cruiser 
WG introduction: April 5, 2023
Status when final: shipicon supership icon Researchable ship
Status during tests and early access: shipicon supership icon Special Ship
Estimated Ship release: 13.5/6
Nation:  flag USA
Current development status: Work in Progress
 

How to obtain Jacksonville on final release:

shipicon supership icon Jacksonville, when released as a researchable ship, will cost credits 47,500,000 Credits.
To obtain level supership icon Jacksonville, you must first have researched shipicon X Worcester of the corresponding branch.

Only players who own or have researched at least 3 (three) Tier X (10) ships will have access to superships.

Armor:

Hit Points: 52,000 hp
Armour: 13-178 mm
Fires duration: 30 s
Hull Plating (fore/mid/aft): 25/25-152/25 mm
Deck Plating (fore/mid/aft): 25/30/25 mm
Turret Plating: 76-178 mm
Superstructure: 13 mm
Fore Athwartships: 19 mm
Aft Athwartships: 19 mm
Citadel Fore Athwartships: 127 mm
Citadel Aft Athwartships: 102-127 mm
Armor Belt: 25-152 mm
Citadel Magazine Armor: 76-89 mm
Citadel Deck: 102 mm
Citadel Bottom: 40 mm
Tonnage: 21,193
Torpedo protection: 19 %

Main Battery Armament:

Main Battery:

5x3 152 mm/47 DP Mk.16 in a turret mm:
Firing range: 17.2 km
Reload time: 5.0 s
180 degree turn time: 7.2 s
Maximum dispersion: 152 m
Sigma: 2.05.
 

Shell Types:

HE Shells 

15x 152 mm HE Mk39:
Max HE Shell Damage: 2,200
Alpha Piercing HE: 30.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.3
Shell Always Ricochet At: 60.0°
Normalization: 8.0°
Shell Detonator: 0.01
Shell Detonator Threshold: 2.0
Shell Krupp: 1150.0
Shell Mass: 47.6 kg
Shell Ricochet At: 91°
Shell Velocity: 812.0 m/s
Burn Probability: 12%
 

AP Shells: 

15x 152 mm AP 130 lb Mk35:
Max AP Shell Damage: 3,200
Ammo Type: Armor Piercing
Shell Air Drag: 0.3225
Shell Always Ricochet At: 60.0°
Normalization: 8.5°
Shell Detonator: 0.025
Shell Detonator Threshold: 25.0 mm
Shell Krupp: 2692.0
Shell Mass: 59.0 kg
Ricochet At: 45.0°
Shell Speed: 762.0 m/s

Combat Instructions:

Experimental HE Shells

smoke curtain

 Activation Conditions:

  •  Hit enemy ships with your main guns to increase your completion progress with each hit.
  •  If you are inactive, you will start losing your progress.
  •  When your progress reaches 100%, it cannot be lost.
  •  To activate Combat Instructions, Press Image of the F Key "F Key"
 
Progress per main battery shell hit: 1%
Time of inactivity before progress loss: 30 s
Progress loss per second of inactivity: 5%

Activation Effect:
Main battery HE shell armor penetration: +25.0 %.
Action Time: 40.0 s.

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%

AA Defence:

Long Range:

5×3 152 mm/47 DP Mk.16 in a turret:
Continuous damage per second: 133
Hit probability: 90 %
Action zone: 6.9 km
Number of explosions in a salvo: 6
Damage within an explosion radius: 1890
Action zone 3.5 - 6.9 km
 

Mid Range:

16x2 76.2 mm/70 Mk.23 on a Mk.37 mod. 0 mount:
Continuous damage per second: 882
Hit probability: 90 %
Action zone: 4.0 km

Mobility:

Maximum speed: 34.0 knots
Turning circle radius: 790 m
Rudder shift time: 11.5 s
Propulsion: 150,000 hp

Detection:

Surface Detectability: 12.3 km
Air Detectability: 8.5 km
Detectability by enemy subs: 0-8.5 km
Detectability whilst firing in smoke: 6.2 km

Consumables:

Slot 1: Damage Control Party:
Charges: infinite
Work Time: 5 s
Reload Time: 60 s
Slot 2: Defensive AA Fire:
Charges: 4
Action time: 40 s
Reload time: 80 s
Continuous damage +50%
Damage from shell explosions +300%
Slot 3: Surveillance Radar:
Charges:  3
Action Time:  40 s
Reload Time:  120 s
Detectability Ship distance: 9.0 km
Slot 4:  Repair Party:
Charges: 3
Action Time: 28 s
Reload Time: 80 s
HP per Second: +260 hp/s
Slot 5: Hydroacoustic Search:
Charges: 3
Action time: 100 s
Reload time: 120 s
Submarine spotting range at max depth: 2.0 km
Torpedo detectability: 3.5 km
Ship detectability: 5.0 km
 
All statistics are presented without crew and upgrade modifiers, but with the best modules available. Please note that these statistics may change at any time.
 
Please be aware that all information in this post is 'Work in Progress', the announced adjustments and features may undergo multiple changes during testing, all changes will be added to this post immediately after they become available, the final details will be officially published and labelled in the ship info as 'Released' on this post.

😃Thank you for your comment, it will be added asap.✅

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