Jacksonville: American Light Super Cruiser 1945 (Auction Ship)
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.
![update](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtN_n7a4_NCVGp0ivxrFtLRvaVWuFvN4A4yaFJxbuWloQo68qUfR7m1h99EUKRUtxAQKD56rhcFlhiL_dXMzMq-evwYu8a-ab3BcJRC-TCtgyQxomFmZbLQKxS7z-mKkncy3rfJNDBQgzN/w67-h62-rw/FLIP+MOBILE.png)
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![key_features](https://i.imgur.com/h1gmvMp.png)
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.
![ship_info](https://i.imgur.com/nIybNl9.png)
Jacksonville Info
Ship Name:
Jacksonville
![flag](https://i.imgur.com/fMqcK4d.png)
![shipicon](https://i.imgur.com/7ACWQR9.png)
![supership icon](https://i.imgur.com/o7mZvve.png)
Level: 11
Paper ship: Yes
Class: Project Worcester class cruiser
WG introduction: April 5, 2023
Status when final:
Jacksonville
![shipicon](https://i.imgur.com/7ACWQR9.png)
![supership icon](https://i.imgur.com/o7mZvve.png)
Status during tests and early access:
Jacksonville
![shipicon](https://i.imgur.com/8s7bWnm.png)
![shipcon](https://i.imgur.com/5tqpM3Z.png)
Tech Tree Ship release: 13.8
When
Jacksonville enters 13.8 the tech tree she will cost of
47,500,000 Credits To obtain her, you must first have researched
X Worcester of the corresponding branch.
![flag](https://i.imgur.com/fMqcK4d.png)
![shipicon](https://i.imgur.com/7ACWQR9.png)
![supership icon](https://i.imgur.com/o7mZvve.png)
![](https://i.imgur.com/cnpdrnV.png)
![shipicon](https://i.imgur.com/7ACWQR9.png)
Only players who own or have researched at least 3 (three) Tier X (10) ships will have access to superships.
Nation:
USA
![flag](https://i.imgur.com/fMqcK4d.png)
Current development status: Work in Progress
![ship_info](https://i.imgur.com/USDdM6G.png)
Auction Details
How to obtain Jacksonville at Auction and final release:
Jacksonville will be available in the upcoming Auction.
100,000,000 (100 million) credits will be the Minimum bid, with a maximum 1000 lots to share between EU, NA, Asia and CN,
Don't miss this opportunity to get Early Access to new U.S. supership Jacksonville! She's up for auction, and the bidding starts soon! Other lots include the rare "Jolly Roger, Class V" flag, Coal, and Warships Premium Account time.- All winners will have paid the lowest winning bid.
- When
Jacksonville enters the 13.8 tech tree she will cost of
47,500,000 Credits To obtain her, you must first have researched
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.
13.6 Auction Jacksonville [UTC]
Jacksonville has 1000 Lots for EU, NA, Asia and CN, Starting Bids 100m credits.
Don't miss this opportunity to get Early Access to new U.S. supership Jacksonville! She's up for auction, and the bidding starts soon! Other lots include the rare "Jolly Roger, Class V" flag, Coal, and Warships Premium Account time.
Don't miss this opportunity to get Early Access to new U.S. supership Jacksonville! She's up for auction, and the bidding starts soon! Other lots include the rare "Jolly Roger, Class V" flag, Coal, and Warships Premium Account time.
13.6 Auction Jacksonville [UTC] Ends
![armor](https://i.imgur.com/ejvyLlm.png)
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 %
![](https://i.imgur.com/8LSLso2.png)
Main Battery Armament:
Main Battery:
5x3 152 mm/47 DP Mk.16 in a turret mm:
Firing range: 18.2 km
Reload time: 5.0 s
180 degree turn time: 7.2 s
Maximum dispersion: 152 m
Horizontal Dispersion at 12 km: 116 m
Vertical Dispersion at 12 km: 62 m
Sigma: 2.05.
Shell Types:
HE Shells
15x 152 mm HE Mk39:
Max HE Shell Damage: 2,200
Max HE Damage per Salvo: 33,000
Max HE Damage per Minute: 396,000
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
Max AP Damage per Salvo: 48,000
Max AP Damage per Minute: 576,000
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
![instruction](https://i.imgur.com/vcwyhNa.png)
Combat Instructions:
Experimental HE Shells
![instruction](https://i.imgur.com/HR6GcC6.jpeg)
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
"F Key"
Progress per main battery shell hit: 1.3%
Time of inactivity before progress loss: 30 s
Progress loss per second of inactivity: 5%
Activation Effect:
Main battery HE shell armor penetration: +40.0 %.
Action Time: 40.0 s.
![depthcharge](https://i.imgur.com/C0Jgkyr.png)
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 HE
Maximum bomb damage: 4900
Chance of fire: 28%
![aadefence](https://i.imgur.com/dN6xSJ1.png)
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
![](https://i.imgur.com/6Fko0V9.png)
Mobility:
Maximum speed: 34.0 knots
Turning circle radius: 790 m
Rudder shift time: 8.5 s
Propulsion: 150,000 hp
![](https://i.imgur.com/rap06WC.png)
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](https://i.imgur.com/NidSCb7.png)
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: 4
Action Time: 28 s
Reload Time: 80 s
HP per Second: +343 hp/s
Restored amount of citadel damage: 50%
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