Rhode Island
356 mm/50 Mk.11 in a turret3 х 4 pcs. |
Rate of Fire2.73 shots/min. |
Reload Time22 sec. |
Rotation Speed5 deg./sec. |
180 Degree Turn Time36 sec. |
Firing Range21.04 km. |
Maximum Dispersion224 m. |
HE Shell356 mm HE/HC Mk22 mod. 1 |
Maximum HE Shell Damage5,000 |
Chance of Fire on Target Caused by HE Shell31 % |
Initial HE Shell Velocity861 m./s. |
HE Shell Weight578.34 kg. |
AP Shell356 mm AP Mk16 mod. 1 |
Maximum AP Shell Damage9,500 |
Initial AP Shell Velocity823 m./s. |
AP Shell Weight585 kg. |
127 mm/38 Mk.12 on a Mk.38 mount10 х 2 pcs. |
Firing Range7.5 km. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity792 m./s. |
Chance of Fire on Target Caused by HE Shell5 % |
127 mm/38 Mk.12 on a Mk.38 mount10 х 2 pcs. |
. . . Average Damage per Second151 |
. . . Firing Range5.01 km. |
20 mm Oerlikon on a Mk.4 mount40 х 1 pcs. |
. . . Average Damage per Second144 |
. . . Firing Range2.01 km. |
76.2 mm/50 Mk.22 on a Mk.33 mount2 х 2 pcs. |
. . . Average Damage per Second41.6 |
. . . Firing Range3.99 km. |
76.2 mm/50 Mk.22 on a Mk.33 mount14 х 2 pcs. |
. . . Average Damage per Second291.2 |
. . . Firing Range3.99 km. |
Maximum Speed33 knot |
Turning Circle Radius890 m. |
Rudder Shift Time12.1 sec. |
Surface Detectability Range15.2 km. |
Air Detectability Range10.51 km. |
Rhode Island — American Tier X battleship.
A battleship based on a 1938 "fast battleship" design variant, featuring an alternative armament configuration. The ship's main battery consists of twelve 356 mm guns housed in quadruple-gun turrets, initially planned for use on North Carolina-class battleships in 1937.
Rhode Island was first released for sale on 10 January 2024 with Update 13.0, and was initially available 1 of 46 random doubloon bundles in the Armory.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Slot 6 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Summary
Rhode Island has found its place in the family of Tier X US battleships, trading the more conventional well-armored, heavy main battery design for a lighter armor profile, high speed, light main battery, and high accuracy. She is a frankenstein boat of sorts, combining Georgia’s profile and Florida’s artillery to create a playstyle that is a mix between a French battleship and heavy cruiser, owing to her quick reload, high speed, and access to Surveillance Radar .
Armor
Rhode Island’s armor leaves one wondering whether they are playing a cruiser rather than a battleship. She shares the same hull as Georgia but has slightly thinner bow and stern armor. Her bow and stern are similarly armored to that of Des Moines, being 27 mm until the turrets. From there, Rhode Island’s light 32 mm torpedo protection hardly does anything to protect her citadel from enemy battleships at the waterline, with only slightly thicker 38 mm side plating protecting the rest of her sides. Paired with the standard 19 mm superstructure found on every battleship at Tier VIII and higher, Rhode Island’s real “armor” is her 33 knot speed, 12.1 second rudder shift, and 12.3 km concealment. Those will be more efficient at protecting against enemy fire than her physical armor is.
Armament
Caliber aside, Rhode Island’s main battery is quite impressive. She is armed with three quad 356 mm turrets, the same caliber found on Defence and one of the smallest battleship guns at Tier X. Her main battery is identical to Florida at Tier VII, with the two battleships sharing the same battlecruiser dispersion, sigma, and AP shell damage. However, that is where the similarities end. Unlike Florida, Rhode Island gets access to Artillery Plotting Room Modification 2 in slot 6, further reducing her dispersion by 11%. Her standard reload time is 22 seconds, one of the quickest at Tier X. However, Rhode Island’s range is more average at 21 km before the use of Main Battery Modification 2 or Spotting Aircraft . Rhode Island’s AP is rather mediocre, lacking overmatch against most ships at the tier and a low 9000 alpha damage per shell. However, she has improved AP penetration angles similar to Des Moines, so it will pen better on angled targets. To make up for her weaker AP, Rhode Island’s HE is quite good at setting fires, with a 31% fire chance and a maximum of 5000 damage per shell. Rhode Island also features improved secondary range and accuracy, with a maximum range of 11.3 km. While her secondaries are similar toGeorgia and Massachusetts, it is not recommended to build for the secondary battery due to her low HP and light armor. Overall Rhode Island is a decent artillery platform, with accurate salvos that can exploit broadsides and a high fire chance to burn down armored targets.
Anti-Aircraft
Like most ships, Rhode Island should avoid finding herself alone in the face of enemy aircraft. However, her AA strength is on the stronger side for a battleship, with the bulk of her defenses situated in her medium-range battery. Her flak is standard for US Tier X battleships at 8 per salvo, dealing 1764 damage from 3.5 km to 5.8 km. Rhode Island’s long-range AA battery does a rather underwhelming 176 continuous damage, but is aided by the flak salvos. Her main defense against enemy aircraft is her 4 km medium battery, with a continuous damage of 555. At 2 km Rhode Island’s light guns deal 287 damage in a last ditch effort to shoot down enemy planes. Rhode Island’s AA performance can be further improved with Catapult Fighter , but the consumable competes against Spotting Aircraft and Surveillance Radar , making Catapult Fighter the least likely to be chosen.
Battle Performance
Rhode Island plays like a French battleship, using her high speed and low detectability to sneak to the broadsides of enemy targets. When the opportunity to punish broadsides is not present, HE should be used to burn down enemies. Players should be aware of their range from enemies, as her low 74,100 HP and poor armor can lead to a quick death. Should players find themselves in a position where multiple enemies are shooting at them, Engine Boost paired with Rhode Island’s low 12.3 km concealment can be used to reposition and escape enemy fire. Players can choose between Surveillance Radar and Spotting Aircraft for distinct differences in playstyles. The 9 km Surveillance Radar offers close range spotting and potentially allows for a close-range barrage with a secondary build, while the Spotting Aircraft provides further versatility for fire support or to create more distance from enemies to dodge incoming fire. Rhode Island offers several different playstyles to choose from, but none of them will change the poor armor, low HP, and lack of overmatch that makes a range build the more preferred way to play.Pros:
- Accurate main battery
- Quick reload
- AP Shells have Improved Ricochet Angles
- Improved secondary accuracy and range
- High speed
- Fast rudder shift
Cons:
- Below average gun caliber for her tier
- Small HP pool
- Weak armor
Research
Optimal Configuration
Upgrades
The recommended upgrades are:
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1
- Slot 3: Main Battery Modification 2 or Artillery Plotting Room Modification 1
- Slot 4: Damage Control System Modification 2
- Slot 5: Concealment System Modification 1
- Slot 6: Artillery Plotting Room Modification 2
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
★★ |
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★★ |
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2 |
★★ |
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★★★ |
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3 |
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★ |
★★★ |
★★ |
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4 |
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★ |
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★★ |
★★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Rhode Island equips the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Repair Party – 4 charges
- Slot 3: Engine Boost – 3 charges
- Slot 4: Surveillance Radar – 3 charges or Spotting Aircraft – 4 charges or Catapult Fighter – 3 charges
Camouflage
As a premium ship, Rhode Island comes with Default permanent camouflage and a set of permanent combat bonuses.
Signals
Recommended Signal Flags | |||||
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Combat | |||||
★★★ |
★★★ |
★★★ |
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★★ |
★★ |
★★★ |
★★★ |
★★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
Video
References
Ship Change Log
See here for links to Update notes.
- Available for testing by supertesters in the game starting from Update 12.10.
Testing Changes
- DevBlog 484:
- Preliminary characteristics.
- DevBlog 495:
- HE shell parameters were changed:
- Maximum damage increased: 4,750 to 5,000.
- Fire chance increased from 22 to 31%.
- Restoration of hit points after receiving damage to the parts of the hull increased from 50 to 60%.
- HE shell parameters were changed:
- DevBlog 500:
- Main battery reload time reduced from 25 to 24 s.
- Rudder shift time reduced from 16.5 to 12.1 s.
- DevBlog 501:
- Detectability by sea reduced from 16.4 to 15.2 km.
- All other parameters adjusted accordingly.
- With the release of Update 13.0:
- Main Battery Reload time reduced from 24 to 22 s.
- Detectability by sea reduced from 16.4 to 15.2 km.
- Update 13.0:
- Available in 1 of 46 random bundles available in the Armory for 2,000 doubloons each.
- Update 13.2:
- Fixed textures for the ship.
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