Jacksonville: American Light Super Cruiser 1945 (13.8 Tech Tree Release)
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 and Gameplay
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
Jacksonville Info
Ship Name: Jacksonville
Level: 11
Paper ship: Yes
Class: Project Worcester class cruiser
WG introduction: April 5, 2023
Status when final: Jacksonville
Status during tests and early access: Jacksonville
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.
Only players who own or have researched at least 3 (three) Tier X (10) ships will have access to superships.
Nation: USA
Current development status: Early Access
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 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
Combat Instructions
Combat Instructions:
Experimental HE Shells
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.
Depth Charge Airstrike
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%
Anti Aircraft Defence
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
Mobility:
Maximum speed: 34.0 knots
Turning circle radius: 790 m
Rudder shift time: 8.5 s
Propulsion: 150,000 hp
Detection
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
Available Consumables
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