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Almirante Cochrane

Almirante Cochrane

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Almirante Cochrane
Cruiser | Pan-America | Tier VI
Tech Tree Position
La Argentina
Coronel Bolognesi
Research price36000 exp
Purchase price3,000,000 Credits
Hit Points27,900 
Main Battery
152 mm/53 OTO Model 1929 on a Model 1929 mount4 х 2 pcs.
Rate of Fire8.57 shots/min.
Reload Timesec.
Rotation Speeddeg./sec.
180 Degree Turn Time20 sec.
Firing Range13.15 km.
Maximum Dispersion113 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm proiettili AP 1926 
Maximum AP Shell Damage3,000 
Initial AP Shell Velocity850 m./s.
AP Shell Weight47.5 kg.
Secondary Armament #1
100 mm/47 Model 1924/27/28 on a Eugenio Minisini mount4 х 2 pcs.
Firing Range4.96 km.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell100 mm proiettili HE 
Maximum HE Shell Damage1,500 
Initial HE Shell Velocity850 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm tubo lanciasiluri2 х 3 pcs.
Rate of Fire0.83 shots/min.
Reload Time72 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Si 270 
Maximum Damage15,867 
Torpedo Speed61 knot
Torpedo Range8.001 km.
AA Defense
100 mm/47 Model 1924/27/28 on a Eugenio Minisini mount4 х 2 pcs.
. . . Average Damage per Second26.4 
. . . Firing Range3.99 km.
20 mm/65 Model 1939 on a Model 1939 mount6 х 1 pcs.
. . . Average Damage per Second13.8 
. . . Firing Range2.01 km.
37 mm/54 Model 1938 on a Model 1938 mount4 х 2 pcs.
. . . Average Damage per Second46.4 
. . . Firing Range3.51 km.
Maximum Speed34.8 knot
Turning Circle Radius680 m.
Rudder Shift Time12.1 sec.
Surface Detectability Range9.86 km.
Air Detectability Range6.07 km.
Battle Levels

Almirante Cochrane — Pan-American Tier VI cruiser.

In 1937, the Chilean government planned to order the construction of a cruiser at British or Italian shipyards. At that time, the most modern Italian ships of a suitable type were cruisers belonging to the Duca degli Abruzzi class. If a ship had been ordered from Italy, the Chilean Navy would have received a ship identical or close to cruisers of this class.

Almirante Cochrane was first released for sale on DD MMM YYYY.


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
152 mm/53 OTO Model 1929 on a Model 1929 mount8.6201133,000 0300,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Almirante Cochrane (A)27,90010130446/4/42 0450,000
Almirante Cochrane (B)30,70010130446/4/42 13,500810,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
533 mm Si 2700.8727.215,866618 0300,000
Maximum Firing Range
Research price
Purchase price
Mk VI mod. 10 0300,000
Mk VI mod. 20 9,000540,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 101,000 hp34.8 0300,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1

Player Opinion


Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Combat Capability - Consumable Operational Readiness

Almirante Cochrane is equipped with the Consumable Operational Readiness combat instruction, which provides a significant reduction to consumable reload time. It can be activated after repeatedly hitting enemy ships with main battery shells.


Can only be used after hitting enemy ships with any main battery hits.
Required hits per salvo: 1
Progress per action: 3.7%


  • Consumable preparation and reload time: -75%
  • Action time: 30 seconds

Tier VI Almirante Cochrane provides the first introduction to the Combat Instructions feature of the Pan-American cruiser line. She shares several similarities with the Italian ships Abruzzi and Duca d'Aosta. For weapons, she mounts a relatively small battery of accurate 152 mm guns with a high rate of fire, fairly hard hitting torpedoes and carries a specialized Repair Party consumable.

The Ship

Starting with Almirante Cochrane, Pan-American cruisers have a noticeably longer consumable cooldown than other nations, along with the Consumable Operational Readiness Combat Instruction which can be used to reduce it. To fill the bar, players must score 27 main battery hits of any type. If players do not score any hits for a period of 15 seconds, the progress bar will begin to reduce. Once activated, the combat instruction has an action time of 30 seconds, during which it reduces the cooldown of all consumables 75%. After 30 seconds, any remaining consumable cool down returns to the normal rate.

Cochrane mounts a standard cruiser Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration., with an action time of 5 seconds and a 60 second cool down timer. She has a Specialized Repair TeamsWhile active, restores a percentage of the ship's health points each second. consumable with 4 charges as standard. Cochrane can repair a larger amount of damage than other nations' ships, up to 24% of her HP per charge and an impressive 70% of any citadel and penetration damage received. Her Short-Range Hydro-Acoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. is similar to that carried by British destroyers, with a 3 km detection range for surface ships and torpedoes and a 2 km detection range for submarines. However, she does not gain the increased action time of the British consumable. Instead, her Hydroacoustic Search runs for 100 seconds like any other cruiser. Her final consumable is a Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. with four charges, which launches two fighters that patrol an area around the ship for up to 60 seconds. Except for her Damage Control Party, all of her consumables have a 180 second cooldown.

Cochrane shares Abruzzi’s hull. She is fast in a straight line with a base speed of 34.8 knots, allowing her to outpace most cruisers and keep up with some destroyers. Her rudder shift time of 8.9 seconds allows her to maneuver out of the way of incoming fire. A tight turning radius of 680 meters leads to a decent ability to dodge torpedoes, particularly when they are detected by her Hydroacoustic Search. Alimrante Cochrane has excellent concealment, as low as 8.9 km with the Concealment Expert skill, which allows her to remain undetected while reaching a firing position or escape from situations when other cruisers would still be spotted.


Cochrane shares Abruzzi’s armor layout, although its effectiveness is improved by being a tier lower. Her citadel extends above the waterline and is an easy target — with just 100 mm of armor, she presents a tempting target for many ships if exposing her broadside. Her bow and stern plating is mostly 16 mm thick, which can bounce almost all cruiser AP she can face. Her bow is reinforced by a strip of 30 mm plating which runs all the way to her main belt armor. When she is angled, this can bounce even battleship-caliber AP, and makes her incredibly difficult to citadel from the front. She also has a large health pool for a light cruiser of 30,700, so she can soak up a lot of incoming fire from cruisers and destroyers. To further add to her survivability, her Specialized Repair Teams can repair large amounts of damage. Each use of her repair party can heal almost a quarter of her health, and 70% of any citadel and penetration damage received. If players can avoid being on the receiving end of a devastating strike, they can use Cochrane's concealment and speed to disengage, repair and then return to the fight.


Almirante Cochrane mounts eight 152 mm guns in four twin turrets, with a firing range of 14.5 km. Her turrets rotate slowly, requiring 30 seconds to complete a 180° turn. She can easily find herself outturning her turrets, and will struggle to quickly switch targets in close-range fights. Like other Pan-American cruisers, she only has AP shells, which means that players are not able to set fires and limits her effectiveness against heavily armored or angled targets. Her guns are accurate and share the same dispersion as destroyers and Aoba, but her shells quickly lose speed, so long range gunnery can be difficult. Her AP shells also have low penetration, even less than La Argentina a tier lower. Cochrane is best suited to fighting lightly armored targets at medium range. When firing at armored targets, the lower penetration means that players should aim at superstructure to cause reliable damage. Almirante Cochrane has the improved AP ricochet angles of British 152 mm ammunition, but she does not share their shorter fuse times or reduced arming threshold. She can score penetrating hits on angled cruisers and destroyers that would usually bounce, but will experience more overpenetrations against broadside destroyers at shorter ranges.

Cochrane mounts a triple torpedo launcher on each side, carrying the same torpedoes as Tier VIII Lightning. The torpedoes are powerful weapons, among the hardest-hitting in tier with a potential damage per torpedo of almost 16,000, and are able to destroy most cruisers in her matchmaking spread with a full salvo. Her 8 km range is good, although Cochrane is unable to launch her torpedoes from stealth. If she is able to fully utilise them, she has some of the highest potential torpedo DPM in her tier due to their high damage and a fast 72- second reload time. But with only three torpedoes per side, she lacks the ability to destroy enemy battleships with one salvo.


Almirante Cochrane has fairly weak AA. Her long range aura only reaches out to 4.6 km, with a single flak cloud and one of the lowest long- range DPS at Tier VI. Her short- and medium-range AA defenses are slightly better, although they are still rather weak for Tier VI and are unlikely to shoot down large numbers of attacking aircraft. Players should seek allied AA cover in games with carriers.


Almirante Cochrane launches an aerial attack which can drop a depth charge up to 6 km away. Her Hydroacoustic Search can be used to help track down submarines, with submarines at maximum dive depth being detected at ranges of 2 km.

Battle Performance

Although Almirante Cochrane has a good health pool backed by a strong heal, her armor is relatively weak, so players must be careful not to overextend. As she lacks a Smoke Screen, her options for disengaging when spotted are limited unless there is some island cover or a friendly Smoke Screen to duck inside.

With her good concealment and rapid firing guns, Almirante Cochrane can be well suited to supporting friendly destroyers. Her improved ricochet angles mean she can successfully engage maneuvering destroyers, although she will experience more over penetrating hits due to her longer fuse timer. Her fast rate of fire can rapidly strip away a destroyer's health even with over penetrations. However, she is not well suited to hunting destroyers by herself, as her Hydroacoustic Search is too short-ranged to be an effective tool and requires closing to a dangerous range to use. Where possible, island cover should be used when engaging larger targets. Her thin armor means that she can be sunk in one or two salvos if caught in the open, where even her improved healing capacity will not save her.

Players will struggle to cause meaningful amounts of damage while kiting away from enemy ships. Although her guns reload quickly, bringing all her turrets to bear will both slow her down and expose a lot of broadside. The lack of HE rounds will also emphasize her limitations in these situations. Cochrane needs help to sink battleships unless she is able to ambush a damaged battleship and score multiple torpedo hits. Her torpedoes can be used to cover a retreat, launching them for pursuing ships to sail into, although any targets within their range will be close to her detection range and within accurate range for return fire. Almirante Cochrane works best at medium to short ranges, where her rate of fire and accuracy can be used to rapidly deal with enemy cruisers and destroyers that threaten friendly destroyers. Her lack of HE rounds means that players should look to take up flanking positions when possible in order to minimize the effect of angling.


  • Large health pool for a light cruiser
  • Fast main battery reload with destroyer dispersion
  • Improved AP penetration angles
  • Torpedoes deal high damage
  • Fast and agile
  • Excellent surface concealment
  • Specialized Repair Teams consumable with increased citadel heal


  • Vulnerable citadel
  • Slow turret traverse
  • No HE
  • Low AP penetration and damage
  • Poor AA defenses
  • Short Hydroacoustic Search range
  • Long consumable cooldown without the combat instruction


Researchable upgrades for Almirante Cochrane:

  1. Hull: Upgrade to Hull (B) for improved survivability, maneuverability and AA. Research of this module unlocks progression to Coronel Bolognesi.
  2. Gun Fire Control System: Upgrade to Mk VI mod. 2 for an extra 10% range on the main battery.

Optimal Configuration


The recommended upgrades are:

Commander Skills


Almirante Cochrane equips the following consumables:


Note: Use of the Juliet Charlie signal makes detonation impossible.


Historical Info

Historical Gallery


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 12.0.

Testing Changes

  • DevBlog 398:
    • Preliminary characteristics.
      • Note: The Combat Instructions on Almirante Cochrane also provide a -25% time taken to reach full engine power while accelerating bonus, as well as a -50% rudder shift bonus.
  • DevBlog 405:
    • Removed HE shells.
    • Changes to the AP shell characteristics:
      • AP ricochet angles improved from 45 - 60 to 60 - 75 °.
    • Main battery reload time reduced from 8 to 7 s (Unlisted change).
    • Changes to Combat Instructions:
      • Replaced the bonuses to HE shell penetration, ship speed, reaching full engine power, and rudder shift with a -75% bonus to consumable reload time.
      • Removed the required shots and number of hits per salvo requirements. Now, the adjustment firing progress bar is filled with any main battery hits.
      • Action time reduced from 60 to 30 s.
      • Amount of time spent without firing on target until adjustment firing progress begins to decay reduced from 30 to 6 s.
      • Interval between decay reduced from 5 to 1 s.
      • Rate of decay of adjustment firing progress increased from 8.3 to 25%.
    • Changes to the Specialized Repair Teams consumable:
      • Restoration of citadel damage increased from 50% to 80%.
      • Restoration of hull damage increased from 50% to 80%.
      • Number of charges increased from 3 to 4.
      • Reload time increased from 80 to 180 s.
    • Replaced the Hydroacoustic Search consumable with the Short-Range Hydroacoustic Search consumable, with the following characteristics:
      • Ship detection range: 3 km.
      • Torpedo detection range: 3 km.
      • Action time: 100 s.
      • Reload time: 180 s.
      • Number of charges: 4.
    • Removed the Spotting Aircraft and Defensive AA Fire consumables.
    • Changes to the Fighter consumable.
      • Reload time increased from 90 to 180 s.
  • DevBlog 409:
    • Idle time before the Combat Instructions meter begins to deplete has been increased from 6 to 10 s.
    • Rate at which the Combat Instructions meter depletes after a period of inactivity has been decreased from one tick per second to one tick every two seconds.
  • DevBlog 413:
    • The amount of damage taken in any part of the ship that can be restored by the Specialized Repair Teams consumable reduced from 80% to 70%.
    • The HP recovery rate of the Specialized Repair Teams consumable reduced from 2% to 1.5% of the ship’s maximum HP per second.
    • The filling rate for the Combat Instructions meter increased from 2% to 2.5% for “Main battery hits” ribbons.
  • DevBlog 418:
    • The amount of idle time needed to pass before the Combat Instructions meter begins to decay increased from 10 to 15 s.
    • The rate at which the Combat Instructions meter fills changed from 2.5% to 3.7% per “Main battery hit” ribbon.
    • The rate at which HP is restored by the Specialized Repair Teams consumable changed from 1.5% to 1.2% of the ship’s maximum HP per second.
  • DevBlog 429:
    • When idle, Combat Instructions progress will decay at a faster rate, from every 2 s to every 1 s.
    • Amount of progress lost with each downtick reduced from 25% to 15%.
    • Main battery turrets 180° turn time reduced from 30 to 20 s.
  • Update 12.2:
    • Available from sequential bundle #4 of the Pan-American Cruisers event (for Pan-American Tokens).
  • Introduced into the game as a researchable ship in Update 12.4.
  • Update 12.4:
    • Historical information about the ship and the description of her torpedo tubes in the game client has been fixed.

Ships of Pan-America
Destroyers  VI JuruáDoubloons 
Cruisers  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín 
Battleships  V Rio de JaneiroDoubloons • VIII AtlânticoDoubloons 
Aircraft Carriers
Japan  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VI Orion '44Doubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X Monmouth • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X Defence •  Edgar 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VI DupleixDoubloons • VI MontcalmDoubloons • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • IX Saint-Louis • IX Brest • IX CarnotDoubloons • X Henri IV • X Marseille • X ColbertDoubloons •  Condé 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • III AL AvroraDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VII Lazo BDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk B • X SmolenskDoubloons • X SevastopolDoubloons • X Kommissar •  Novosibirsk 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín