South Carolina
305 mm/45 Mk.5 in a turret4 х 2 pcs. |
Rate of Fire2 shots/min. |
Reload Time30 sec. |
Rotation Speed4 deg./sec. |
180 Degree Turn Time45 sec. |
Firing Range14.24 km. |
Maximum Dispersion202 m. |
HE Shell305 mm HE |
Maximum HE Shell Damage4,100 |
Chance of Fire on Target Caused by HE Shell20 % |
Initial HE Shell Velocity823 m./s. |
HE Shell Weight394.6 kg. |
AP Shell305 mm AP |
Maximum AP Shell Damage8,100 |
Initial AP Shell Velocity823 m./s. |
AP Shell Weight394.6 kg. |
76.2 mm/50 Mk.5 on a single mount22 х 1 pcs. |
Firing Range3.2 km. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
HE Shell76 mm HE |
Maximum HE Shell Damage1,100 |
Initial HE Shell Velocity823 m./s. |
Chance of Fire on Target Caused by HE Shell4 % |
Maximum Speed15.84 knot |
Turning Circle Radius480 m. |
Rudder Shift Time13.1 sec. |
Surface Detectability Range13.44 km. |
Air Detectability Range6 km. |
South Carolina — American Tier III battleship.
In the early 20th century, the United States reinforced its naval fleet by constructing several classes of battleships. American naval theorists, alongside their British counterparts, came up with the concept of a battleship armed solely with large-caliber guns. Upon her commissioning, USS South Carolina was assigned to the Atlantic Fleet. She played a role in safeguarding U.S. interests during the Mexican Revolution and participated in the occupation of Veracruz. During World War I, the battleship escorted troop convoys to France. After the war ended, she was involved in transporting troops back to America.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
Player Opinion
Performance
The first battleship in the American tech tree, South Carolina is a fairly decent ship. For her tier, she has quite good armor and range, which prove to only be a problem when she faces higher tier ships. South Carolina is one of the first ships in the game to feature superfiring main turrets which allows for maximum firepower while maintaining a small silhouette. She does have severe limitations, however, when it comes to her top speed — a pattern that is repeated with the succeeding U.S. battleships until North Carolina — and maintains a top speed when upgraded of only 18 knots.
Players who want to do well with her must utilize her strengths. She is not a long-range sniper; she is a brawler. Make sure that South Carolina is always headed towards the fight. Load AP shells and citadel cruisers and battleships at close range; turn away and kite once the enemy begins to give chase. Don't be afraid of destroyers; blast them with a broadside and turn away in anticipation of their torpedoes. Just like any other ship, it's generally best to remain with the fleet and always angle her armor from enemy battleships.Pros:
- Decent guns for tier: receives eight 305mm guns with best-in-tier range and better handling than some of her counterparts (such as Kawachi).
- Superfiring turrets: can train at least half her guns in any direction, and bring all eight guns to bear on most aspects for a broadside.
- Good armor for tier.
- Good turning radius.
- Good accuracy and penetration against broadside cruisers and battleships.
Cons:
- Struggles when up-tiered; Tier IV pack a heavier armament and are frequently faster.
- Poor secondary armament: extremely weak AA armament though unlikely to encounter aircraft at her tier, and ineffective 76.2mm secondary guns leave her vulnerable to destroyers.
- Abysmally slow top speed: she can make only 15.8kts stock, and not much better upgraded, making her one of the slowest ships in the game.
- High detection range: worst detection radius of all Tier III battleships.
- General sluggishness can be frustrating to new players who may be new battleships.
Research
This is a suggested research path:
- Propulsion mod. 2
- Mk3 GFCS mod. 2
- South Carolina (B) Hull
Optimal Configuration
Upgrades
The recommended upgrades for South Carolina are as follows:
Slot 1: Main Armaments Modification 1 Slot 2: Damage Control System Modification 1 - to reduce chances of fire and flooding
Commander Skills
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★ |
★ |
|
|
|
★ |
|
2 |
★★ |
★★ |
★★★ |
|
|
|
★★★ |
|
3 |
★★★ |
★ |
|
|
★★ |
★★★ |
|
★★ |
4 |
|
★★★ |
|
|
★★ |
|
|
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Premium Damage Control Party and Repair Party consumables are incredibly helpful for low-tier ships like South Carolina. She'll be able to stay afloat longer and exert more influence over the battle.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
Signals
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★ |
|
★★★ |
★★ |
★ |
★ |
★★★ |
★ |
★ |
★ |
★★★ |
★★★ |
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
An enemy Clemson maneuvers to avoid South Carolina’s salvo.
Historical Info
Historical Gallery