Atlanta - Tier VII American Premium Cruiser 1941
A light cruiser specifically designed for operations alongside destroyers. During World War II, USS Atlanta participated in the Battle of Midway and provided cover for U.S. naval task groups off the coast of the Solomon Islands. On November 12, 1942, during the Battle of Guadalcanal, the cruiser was struck by a torpedo from a Japanese destroyer, followed by several accidental hits from 203 mm shells fired by an American ship. On the following day, the cruiser was sunk on her captain's orders while being towed. Over the course of the war, the ship was awarded five battle stars.
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Released 0.5.3
This is the first time I have posted VII Atlanta, she has had some recent changes in consumables, so why not revive the beauty.
Key Features and Battle Tips
Key Features
- Auxiliary & Torpedo Weaponry Coordination Consumable: Replaces the classic Defensive AA Fire. When popped, this consumable accelerates Concentrated AA Fire charge progression and provides a torpedo tube reload reduction. This turns what was purely an anti-air tool into an offensive asset during brawls or defensive retreats.
- Extreme Shell Volume: Armed with sixteen 127mm/38 dual-purpose guns in eight twin turrets. It outputs relentless High Explosive (HE) and Armor-Piercing (AP) salvos with rapid reload times and blisteringly fast turret traverse (25°/sec).
- Orbital Shell Trajectory: High, floaty shell arcs make leading moving targets at long range demanding, but they allow you to park tight against islands and lob shells over tall terrain while staying completely unspotted.
- Potent Vision Utility: Carries Surveillance Radar (8.5 km detection range), allowing you to flush enemy destroyers and light cruisers out of smoke screens or blind cover.
- Close-Range Torpedo Threat: Two quadruple 533mm torpedo launchers provide heavy close-range burst damage. With the new coordination consumable active, these reload significantly faster to punish rushing opponents.
- Fragile "Paper" Survivability: Extremely thin hull plating (13–16mm) and an exposed citadel make you vulnerable to heavy cruiser AP and battleship overmatch from almost every angle.
Battle Tips
- Sync Torpedoes with the New Consumable: When forced into a point-blank fight or preparing to ambush an enemy rushing your island corner, activate Auxiliary and Torpedo Weaponry Coordination before or immediately after dropping your torpedoes. The reduced launcher cooldown allows you to reset your defensive spread much faster if the first salvo fails to secure the kill.
- Island-Hugging is Non-Negotiable: Never sail in open water if you are spotted. Anchor behind steep islands near capture zones and use your parabolic shell trajectories to rain fire continuously onto targets without giving them a direct line of sight.
- Zone Denial & Smoke Clearing with Radar: Position yourself within 8.5 km of key cap circles. As soon as an enemy destroyer pops smoke to disengage or capture, trigger your Radar and coordinate with teammates to eliminate them within one or two salvos.
- Combine Concentrated AA with Consumable Burst: If targeted by carrier squadrons, activate both the concentrated fire sector and your coordination consumable. The increased concentrated fire charge speed and AA efficiency shred attacking strike wings before they can execute a second drop.
- Ammunition Cycling: Keep HE loaded to shred DD hulls and start cascading fires on angled battleships. Switch to AP whenever a broadside cruiser sails within 7–8 km to score quick, lethal citadel hits into their waterline.
Ship Info
Ship Name:
VII Atlanta
Level: 7
WG introduction: December 29, 2012 (Alpha testing)
Rarity Level: Uncommon.
Base value:
7,500
Released: Feb 18, 2016
Game Nation:
USA
Armor
Hit points: 27,500
Fires duration: 30 s
Overall armor: 6-89 mm
Hull plating fore/mid/aft: 13/13-89/13 mm
Deck plating fore/mid/aft: 13/13/13 mm
Fore Athwartships: 6 mm
Aft Athwartships: 6 mm
Citadel Fore Athwartships: 25-89 mm
Citadel Aft Athwartships: 25-89 mm
Armor Belt: 89 mm
Citadel Bulkhead: 25 mm
Side Plating: 13 mm
Citadel Plating: 16 mm
Citadel Deck: 32 mm
Superstructure: 10 mm
Citadel Bottom: 40 mm
Turrets: 32 mm
Tonnage: 9,126 t
Main Battery Armament
8 x 2 127 mm/38 Mk.12 on a Mk.29 mount:
Firing range: 13.3 km
Reload time: 4.8 s
180-degree turn time: 7.2 s
Maximum dispersion: 115 m
Sigma: 1.70σ
Shell Types
HE Shells
16x 127 mm HE Mk32:
Alpha Damage: 1,800
Alpha Piercing HE: 21.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.347
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 127 mm
Shell Krupp: 1350.0
Shell Mass: 24.5 kg
Shell Speed: 792.0 m/s
Burn Probability: 5%
AP Shells
16x 127 mm AP/SC Mk38:
Alpha Damage: 2,100
Ammo Type: Armor Piercing
Shell Air Drag: 0.347
Shell Always Ricochet At: 60.0°
Shell Detonator: 0.01
Shell Detonator Threshold: 21.0
Shell Diameter: 127 mm
Shell Krupp: 2598.0
Shell Mass: 25.0 kg
Shell Ricochet At: 45.0°
Shell Speed: 792.0 m/s
Alternative Fire Mode
Not Available
Torpedoes
2 × 4 Mk15 mod. 3:
Max Damage: 16,633
Range: 4.5 km
Reload: 98 s
Speed: 65 kts
180 degree turn time: 7.2 s
Depth Charges
Maximum damage: 3,800
Number of charges: 2
Bombs in a charge: (8) 8 x 1
Reload time: 40 s
Burn Probability: 15%
Secondaries
Not Available
Anti Aircraft Armament
Continuous Damage: 187
Long Range
8 x 2 127 mm/38 Mk.12 on a Mk.29 mount:
Action Zone: 3.5 5.8 km
Hit Probability: 90 %
Damage Within an Explosion: 1,470
Continuous Damage Per Second: 175
Number of Explosions Per Salvo: 5
Mid Range
Not Available
Short Range
4 x 4 28 mm Mk.1 on a Mk.2 mount;
8 x 1 20 mm Oerlikon on a Mk.4 mount:
8 x 1 20 mm Oerlikon on a Mk.4 mount:
Firing range: 2.4 km
Hit Probability: 85 %
Damage by short-range AA guns: 84
Mobility
Maximum speed: 32.5 kt
Turning circle radius: 610 m
Rudder shift time: 8.4 s
Propulsion: 8,230 hp
Detection
Detectability range by sea: 10.7 km
Detectability after firing a main gun shell: 13.3 km
Detectability after firing main guns in smoke: 4.6 km
Detectability range by depths: 0.0-6.4 km
Detectability range by air: 6.4 km
Detectability when ship is on fire: 12.7 km
Available Consumables
Slot 1: Damage Control Party
Charges: unlimited
Work time: 5 s
Reload time: 60 s
Slot 2: Repair Party
Charges: 3
Action time: 28 s
Reload time: 80 s
Regeneration per second: +137 hp/s
Slot 3: Hydroacoustic Search
Charges: 3
Action time: 100 s
Reload time: 120 s
Detection by depth: 2.0 km
Detection of torpedoes: 3.0 km
Detection of ships: 4.0 km
Slot 3: Auxiliary and Torpedo Weaponry Coordination
Charges: 3
Concentrated AA Fire progress per second: +1.2%
Secondary shells damage: +10%
Torpedo reload time: -20%
Airstrike reload time: -20%
Duration time: 30 s
Reload time: 120 s
Slot 4: Surveillance Radar
Charges: 3
Action time: 25 s
Reload time: 120 s
Ship detection radius: 8.5 km



Maybe include a disclaimer saying this is for WoWs: Legends?
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