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Coronel Bolognesi

Coronel Bolognesi

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Coronel Bolognesi
Coronel_Bolognesi_wows_main.jpg
Cruiser | Pan-America | Tier VII
Tech Tree Position
Almirante Cochrane
Arrow_down.png
Coronel_Bolognesi_icon_small.png
Arrow_down.png
Ignacio Allende
Ipiranga
stock
 top
General
Research price72000 exp
Purchase price5,700,000 Credits
Hit Points27,100 
Main Battery
152 mm/50 BL Mk.XXIII on a Mk.XXIII mount3 х 3 pcs.
Rate of Fire9.23 shots/min.
Reload Time6.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time20 sec.
Firing Range13.65 km.
Maximum Dispersion117 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP 6crh Mk IV 
Maximum AP Shell Damage3,000 
Initial AP Shell Velocity841 m./s.
AP Shell Weight50.8 kg.
Secondary Armament #1
102 mm/45 QF Mk.XVI on a Mk.XIX mount4 х 2 pcs.
Firing Range5.6 km.
Rate of Fire20 shots/min.
Reload Timesec.
HE Shell102 mm HE 35 lb 
Maximum HE Shell Damage1,500 
Initial HE Shell Velocity811 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
IDS_PVGT026_21IN_3TUBE_TR_MK_IV_R2 х 3 pcs.
Rate of Fire0.83 shots/min.
Reload Time72 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IX 
Maximum Damage15,867 
Torpedo Speed61 knot
Torpedo Range8.001 km.
AA Defense
102 mm/45 QF Mk.XVI on a Mk.XIX mount4 х 2 pcs.
. . . Average Damage per Second37.6 
. . . Firing Range5.01 km.
40 mm/56 OQF Mk.III on a Mk.VII mount13 х 1 pcs.
. . . Average Damage per Second113.1 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed31.5 knot
Turning Circle Radius600 m.
Rudder Shift Time12.1 sec.
Concealment
Surface Detectability Range11.23 km.
Air Detectability Range6.44 km.
Battle Levels
12345678910
Wows_anno_flag_pan_america.png
VII
Ship_PVSC107_Coronel_Bolognesi.png
5,700,000

Coronel Bolognesi — Pan-American Tier VII cruiser.

HMS Ceylon, a Crown Colony-class cruiser, served in the Pacific and Indian Oceans at the end of World War II, and in the 1950s, she participated in the Korean War and the Suez Crisis. In 1959, HMS Ceylon was sold to Peru, where she served under the name "Coronel Bolognesi" until the early 1980s.

Coronel Bolognesi was first released for sale on DD MMM YYYY.

Modules

Main Battery Guns Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
152 mm/50 BL Mk.XXIII on a Mk.XXIII mount9.2201173,000 0570,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Coronel Bolognesi (A)27,100101143413/42 0855,000
Coronel Bolognesi (B)31,40010114348/5/42 24,0001,500,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
533 mm Mk IX0.8727.215,866618 0570,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk7 mod. 10 0570,000
Mk7 mod. 20 16,0001,000,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 72,500 hp31.5 0570,000

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
Defensive AA Fire 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

Performance

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


The Ship

Tier VII Coronel Bolognesi is a modernized Ceylon-class cruiser, and a close sister to the British cruiser Fiji. She has a reduced main battery armament in order to mount more AA defenses, and lacks the Smoke Generator carried by her British sister. Her Combat Instruction can be used to drastically reduce the cooldown time of her consumables. While she shares some similarities with Fiji, her weapons and consumables give her a different role in battle.

Coronel Bolognesi's hull only represents a minor improvement over her predecessor Almirante Cochrane. Her stock hull has less HP, and even her upgraded hull only provides a 700 HP increase over Almirante Cochrane. 31,400 HP is low for a Tier VII cruiser, although her Repair Party can increase her survivability. She is also a more visible target. Her detection range can be reduced to 10.1 km like Fiji, and although this is still over a kilometer worse than Almirante Cochrane, it is still better than many of her peers. With a rudder shift of 8.6 seconds and a small turning circle of 600 m, she is an agile ship. Despite her agility though, she has a fairly slow top speed of 31.5 knots. She will struggle to escape from an unfavorable position, and is unable to chase down most enemy ships.

Coronel Bolognesi carries a standard 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 cooldown. She has the choice between mounting a Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable or a 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., both with four charges by default. Her Defensive AA Fire provides a 150% boost to continuous AA damage and a 400% increase to her flak for a 40 second duration.The Short-Range Hydroacoustic Search is similar to the one carried by British destroyers, with a 3 km detection range for both torpedoes and ships. Unlike the longer-lasting destroyer version, this is only active for 100 seconds. The stand out consumable in her arsenal is an improved Repair PartyWhile active, restores a percentage of the ship's health points each second., which allows players to recover large amounts of health. It has four charges as standard and can repair up to 70% of penetration damage taken and an incredible 70% of citadel damage received. This allows players to recover up to 9,950 HP per charge, up to a total of 39,800 in the unlikely event that all four charges are used to their maximum effect. With the exception of her Damage Control Party, her consumables all have a 180 second cooldown between uses.

Coronel Bolognesi's consumables have a much longer cooldown than usual, but this can be reduced through the use of her Combat Instruction. To charge the instruction, players must fill the progress bar by obtaining main battery hits. When activated, it has an action time of 30 seconds, and reduces her consumable cooldown by 75% for the duration of the active period. This means that the 180 second cooldown can be reduced to 90 seconds, which is particularly useful for rapidly recovering large amounts of health before returning to battle.


Armor & Survivability

Coronel Bolognesi shares the same general armor scheme as Fiji. Her 114 mm thick citadel armor of 114 mm is fairly thick for a light cruiser and can bounce a surprising amount of shells when angled. Her 16 mm plating can bounce most cruiser AP within her matchmaking spread if angled correctly, but battleships and some larger cruisers are capable of overmatching her. Unfortunately, she has a rather long citadel which sits higher out of the water than Fiji, making it a more vulnerable target. Her armor is sufficient for fighting destroyers and cruisers, but even her improved heal will not be able to protect her from deletion if players are not paying attention. To add to the potential issues of her thin armor, Bolognesi has a small hit point pool. 31,400 hit points is only higher than Atlanta, Flint and Chumphon. As a result, she can easily find her hit points rapidly stripped away.


Armament

Coronel Bolognesi has a main battery of nine 152 mm guns in three triple turrets. They have a fairly short range of 15 km, and can only fire AP rounds. Her 7 second reload is fast for her caliber, and is only beaten by Munchen at Tier VII. Her rapid reload is held back by her small main battery size, as only Omono and Eendracht have a lower AP DPM among Tier VII light cruisers. With two-thirds of her firepower mounted at the front, she suffers less of a DPM reduction than most other Tier VII cruisers when engaging a target bow on, but her rearward DPM is much weaker. Additionally, her firing angles are rather limited. Attempting to bring all of her guns to bear will require showing a lot of broadside, particularly when attempting to shoot targets to the rear. Her potential AP salvo damage of 27,900 is one of the lowest in tier; even Atlanta can potentially cause more damage with a full broadside. To compensate for this, she has some of the best accuracy in her tier — with destroyer dispersion, she will land more shells on target if players can aim well.

Unlike the tech tree British light cruisers, Coronel Bolgnesi does not have a shorter fuse timer or arming threshold, although she does keep the same improved penetration angles. This means that players can expect more over penetrations on thinner targets like destroyers or superstructures, but they can expect more penetrations on larger ships. Her AP penetration is one of the highest among Tier VII light cruisers. She can reliably citadel any broadside Tier VII cruiser up to 10 km away. Although Bolognesi shares the same main guns as Fiji, she uses a modified shell with less drag. They will lose less velocity during flight, so her gunnery at long range is more comfortable, and they retain better armor penetration.

Coronel Bolognesi carries a triple torpedo launcher on each side with a range of 8 km and a speed of 65 knots. The small salvo size and inability to launch her weapons from stealth mean they are not a primary weapon. They are useful for finishing off battleships which stray too close or for launching around corners. But they lack the ability to sink most targets in one strike, and any attempt to do so against a vigilant enemy risks receiving serious damage in return.


Anti-Aircraft

Coronel Bolognesi has fairly weak long-range AA defenses, with only Munchen and Abruzzi having lower long-range DPS, although her 5.8 km range is greater than theirs. This also extends to her flak bursts, as she only creates two bursts per salvo. Instead, Bolognesi's AA is centered around her medium-range defenses, which consist of 40 mm mounts with a range of 3.5 km. Although she is unlikely to stop an attack, her AA can make repeated passes costly.


Anti-Submarine

Coronel Bolognesi has an airstrike with a 6 km range for her ASW attack. Each charge reloads in 30 seconds, and she can have up to two ready to launch. If needed, she can also use her Hydroacoustic Search to locate a submerged submarine at up to 2 km.


Battle Performance

Players will need to be cautious when playing Coronel Bolognesi. Her thin armor and small health pool mean that she is at risk of suffering a Devastating Strike if she overextends. Her relatively slow speed and lack of a smokescreen limit her options for disengaging when spotted, unless she has some island cover or a friendly smokescreen to duck inside. With her short main battery range and lack of HE, effective target selection is necessary to ensure a good impact on the battle. With her good concealment and rapid firing guns, Coronel Bolognesi can be well suited to supporting friendly destroyers. Her improved penetration angles mean she is able to successfully engage maneuvering destroyers, although players will often over-penetrate. Her rate of fire can still rapidly strip away a destroyer's health even if overpenetrations are taken into account. However, she is not well suited to hunting destroyers by herself as her Hydroacoustic Search range is too short to be an effective tool. It can be used if needed, but will require getting dangerously close if a destroyer has torpedoes ready to launch. Her guns have enough penetration to damage any light cruisers that are within range to threaten friendly destroyers, and can score citadel hits on most cruisers she will face. Enemy cruisers must make the choice between reducing their angle to Bolognesi and lowering their DPM, or bringing their full firepower to bear and risking numerous citadel hits.

Where possible, island cover should be used when engaging larger targets. Her low health pool and thin armor mean that she can be sunk in one or two salvos if caught in the open. Players will struggle to cause meaningful amounts of damage while kiting away from enemy ships. Although her guns reload quickly, she only has three guns to the rear, and the poor firing angles of her front turrets mean that unmasking them will both slow her down and reveal a lot of broadside. Her torpedoes also lack the range to effectively cover a retreat. Any targets that are within torpedo range will be well inside Bolognesi's detection range and close enough to reliably hit her. The lack of HE emphasizes this drawback, so Bolognesi needs assistance in sinking battleships unless she is able to ambush a damaged battleship and score multiple torpedo hits.

Coronel Bolognesi works best at medium to short range, where her rate of fire and accuracy can be used to rapidly deal with cruisers which threaten friendly destroyers. Her lack of HE rounds means that players should look to take up flanking positions where possible in order to minimize the effect of angling.

Combat Capability - Consumable Operational Readiness

PanAmCombatInstructions.png
Coronel Bolognesi 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.

Requirements:

Can only be used after hitting enemy ships with any main battery hits.
Required hits per salvo: 1
Progress per action: 3.3%

Effects:

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


Pros:

  • Improved ricochet angles on AP ammunition
  • Good accuracy and dispersion on main battery
  • Rapid firing main guns
  • Good turning radius
  • Carries an improved Repair Party consumable

Cons:

  • Thin armor and small health pool
  • Small main battery size
  • No HE rounds
  • Poor rearward firing angles
  • Only 3 torpedo tubes per side
  • Slow top speed
  • Does not have a Smoke Screen

Research

Researchable upgrades for Coronel Bolognesi:

  1. Hull: Upgrade to Hull (B) for improved survivability, maneuverability and AA. Research of this module unlocks progression to Ignacio Allende.
  2. Gun Fire Control System: Upgrade to Mk7 mod. 2 for an extra 10% range on the main battery.

Optimal Configuration

Upgrades

The recommended upgrades are:

Commander Skills

Consumables

Coronel Bolognesi equips the following consumables:

Signals

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

Gallery

Historical Info

Historical Gallery

References


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 Coronel Bolognesi 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 firing range reduced from 15.40 to 15.02 km (Unlisted change).
    • 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 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.
      • 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%.
      • HP per second increased from 0.7 to 2%.
      • 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.
    • Changes to the Defensive AA Fire consumable:
      • Reload time increased from 80 to 180 s.
      • Number of charges increased from 3 to 4.
  • 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.
    • Combat Instructions parameters changed for the Hull A module:
      • Action time reduced from 60 to 30 s.
      • Amount of the total Combat Instructions meter capacity lost per tick after a period of inactivity increased from 8% per tick to 25% per tick.
  • 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 has increased from 2% to 2.2% 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 2.2% to 3.3% 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 422:
    • Main battery reload time reduced from 7 to 6.5 s.
  • 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 25.7 to 20 s.
  • Update 12.2:
    • Available from sequential bundle #5 of the Pan-American Cruisers event (for Pan-American Tokens).
  • Update 12.3:
    • Fixed the geometry and textures of the ship.
  • Introduced into the game as a researchable ship in Update 12.4.

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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 • VIII Tone 2 • VIII Tone 3 • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma IIDoubloons • IX Chikuma II GoldenDoubloons • IX BA TakahashiDoubloons • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X KitakamiDoubloons • X YariDoubloons • X Zaō CLR • X [[Ship:[Zaō]|[Zaō]]] 
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 MonmouthDoubloons • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X DefenceDoubloons •  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 • VI [[Ship:[La Galissonnière]|[La Galissonnière]]]Doubloons • 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 • X BrennusDoubloons •  Condé 
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 • X IncheonDoubloons 
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 • IX Almirante OquendoDoubloons • X Castilla 
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