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Florida
Florida_wows_main.jpg
Battleship | U.S.A. | Tier VII
Tech Tree Position
Florida_icon_small.png
General
Purchase pricepromo Doubloons
Hit Points51,800 
Main Battery
356 mm/50 Mk.11 in a turret3 х 4 pcs.
Rate of Fire1.79 shots/min.
Reload Time33.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time45 sec.
Firing Range18.62 km.
Maximum Dispersion204 m.
HE Shell356 mm HE/HC Mk22 mod. 1 
Maximum HE Shell Damage4,750 
Chance of Fire on Target Caused by HE Shell22 %
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 Weight555 kg.
Secondary Armament #1
127 mm/38 Mk.12 on a Mk.30 mod.0 mount4 х 1 pcs.
Firing Range5.6 km.
Rate of Fire20 shots/min.
Reload Timesec.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Initial HE Shell Velocity792 m./s.
Chance of Fire on Target Caused by HE Shell%
Secondary Armament #2
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs.
Firing Range5.6 km.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Initial HE Shell Velocity792 m./s.
Chance of Fire on Target Caused by HE Shell%
AA Defense
127 mm/38 Mk.12 on a Mk.30 mod.0 mount4 х 1 pcs.
. . . Average Damage per Second42.8 
. . . Firing Range5.01 km.
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs.
. . . Average Damage per Second90.6 
. . . Firing Range5.01 km.
20 mm Oerlikon on a Mk.10 mount37 х 1 pcs.
. . . Average Damage per Second159.1 
. . . Firing Range2.01 km.
40 mm/56 Bofors on a Mk.2 mount8 х 4 pcs.
. . . Average Damage per Second127.2 
. . . Firing Range3.51 km.
40 mm/56 Bofors on a Mk.1 mount3 х 2 pcs.
. . . Average Damage per Second33.9 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed27 knot
Turning Circle Radius760 m.
Rudder Shift Time15.4 sec.
Concealment
Surface Detectability Range13.86 km.
Air Detectability Range10.08 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VII
Ship_PASB517_Florida.png
promo

Florida — American promo premium Tier VII battleship.

One of the preliminary versions of a battleship (Project XVI) designed to meet the Washington Naval Treaty limitations, and which preceded the North Carolina-class ships. The project was notable in that the ship's main battery guns were placed in quadruple turrets.

Florida was first released for sale on 1 October 2020.

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)
356 mm/50 Mk.11 in a turret1.8452044,750229,500 00
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)
Florida51,8001640636/43/8/37/4/6 00
Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk7 mod. 1018.6 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 116,000 hp27 00

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Spotting Aircraft Modification 1 Damage Control Party Modification 1
 Slot 2  Damage Control System Modification 1 Defensive AA Fire Modification 1 Engine Room Protection
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Artillery Plotting Room 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.
For a graphic summary of ships Tiers VIII thru XI see LittleWhiteMouse's "Actual AA DPS".


Tier VII Premium American battleship Florida combines an accurate main battery with a moderate top speed and excellent concealment. Her hull differs greatly from Tier VII American Standard battleships Colorado and California, with a lower freeboard, heavily armored deck, and raised citadel. Captains looking for a unique battleship experience will enjoy Florida’s opportunistic, ambush focused play style.

The Hull

Florida’s hull characteristics prove advantageous in some situations and disadvantageous in others. With a rudder shift time of 15.4 seconds, she struggles to make course adjustments necessary for dodging torpedoes. Her small health pool of 51,800, one of the lowest of all Tier VII battleships, exacerbates this vulnerability. However, the subtle course adjustments needed to dodge incoming shells or avoid grounding on islands are not a problem, as she features a better than average turning circle.

Florida’s concealment is a defining feature of her playstyle. With a surface detectability range of 13.9km (11km with relevant skills and upgrades), Florida is one of the stealthiest battleships at Tier VII, allowing her to choose engagements advantageous to her. She also excels as a late-game ambush predator, using her concealment to sneak up on unsuspecting cruisers and battleships and pump their broadsides full of steel.

The Armor

Florida’s armor is in many ways the opposite of Tier VII tech tree American Battleship ‘’Colorado’’. While ‘’Colorado’’ features a wider frame with an underwater citadel, Florida has a slender frame with an above-water citadel. ‘’Colorado’’’s main armor belt is thinly plated at 26mm, while Florida’s lower belt is reinforced with 285mm of plating, protecting her citadel from long range battleship fire. Florida’s 37 mm deck is one of the most well-armored decks at Tier VII, making her highly resistant from cruiser and destroyer high-explosive shells.

As a fast, slender ship with relatively well-armored extremities, Florida shrugs off most medium to low caliber high explosive shells. She can also cause large caliber battleship armor piercing shells to ricochet off her angled midsection. Again, her biggest threat is torpedoes. An above-average torpedo protection of 26% does not make up for her small health pool and sluggish maneuverability.

Main Armament

Florida’s main armament consists of 12 slow-reloading and accurate 356mm guns arranged in a 3x4 configuration. Her main battery uses the large cruiser dispersion formula found on ships like Alaska and Graf Spee. While a sigma value of 1.7 suggests that her shells tend to fall relatively far from the center of an aiming reticule, her large shell count effectively saturates these small areas with shells. As a result, Florida can deal devastating damage to broadside enemy cruisers and battleships with a high level of consistency. However, with a reload time of 33.5 seconds, it is advised for captains to hold their fire and wait (or even use her superior concealment to reposition) for the best possible shot. Florida’s main battery’s biggest weakness is their abysmal armor penetration capabilities. While she has enough penetration to punch through cruiser and destroyer armor, she has trouble hitting battleship citadels at mid and long ranges. Furthermore, she lacks the ability to overmatch 25mm of armor, making her A.P. ineffective against angled battleships and heavy cruisers. In these situations, captains should make use of her high explosive shells to deal consistent damage.

Anti-Aircraft Suite

The anti-aircraft suite of Florida can be characterized as above average, having a range of 5.8km, 5 flak, and a mid range dps of 270. She also gets access to Defensive AA fire, which will give enemy carriers second thoughts about striking her.

Game Play Summary

Florida’s playstyle departs from the standard battleship playstyle of staying at longer ranges in the early game and progressively getting closer as the match progresses. Instead, captains should stay within the mid-range throughout the match. They should carefully analyze the minimap, predict enemy rotations, and use her stealth to catch enemy ships by surprise with a devastating salvo from her accurate guns. While Florida’s lack of main-battery overmatch may pose issues, experienced players who know how to identify and exploit weak spots in enemy lines will enjoy her ambush predator playstyle.

Pros:

  • Thick deck armor, can bounce most AP and shatter many HE shells
  • Heavy broadside of twelve (12) 356mm guns
  • Excellent dispersion for a battleship
  • Comfortable shell velocity
  • Decent AA suite, bolstered by the Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable
  • Good main battery range, also can equip the Artillery Plotting Room Modification 1 Extends the firing range of the main battery and secondary battery: +16% main battery firing range. / +5% secondary battery firing range. / -5% secondary battery dispersion. upgrade
  • Good concealment with all the relevant upgrades

Cons:

  • Small gun caliber, AP shells cannot overmatch 25mm armor
  • Fairly anemic HE shells, low damage and fire chance
  • Slow main battery reload speed and turret traverse
  • Smallest hitpoint pool for a Tier 7 battleship, and one less Repair PartyWhile active, restores a percentage of the ship's health points each second. charge than standard
  • Poorly armored for a battleship, nose and aft armor are merely 25mm
  • The citadel is exposed above the waterline, showing Florida's broadside is extremely risky
  • Slow rudder shift time


Research

As a premium ship, Florida doesn't have any modules to research.

Optimal Configuration

Florida’s optimal build is the standard stealth and tank build, with skills like fire prevention and concealment expert. Captains may choose to either enhance her top speed using brisk or counter her torpedo weakness with vigilance. Gun Feeder is highly recommended, as Florida makes use of both her H.E and A.P during each battle.

Upgrades

The recommended upgrades for Florida are as follows:

Commander Skills

Consumables

Camouflage

As a premium ship, Florida comes with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Signals

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

Gallery

Historical Info

Historical Gallery

Video

References

Wargaming

Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.9.7.

Testing Changes

  • DevBlog 45:
    • Preliminary characteristics.
  • DevBlog 62:
    • Main battery reload time increased from 30 to 31.5 s.
    • AP shell damage decreased from 10,500 to 9,500.
    • HE and AP shells air drag increased: as a result, the shells take longer to reach a target and fly at a higher trajectory.
  • DevBlog 64:
    • Ship HP decreased from 63,800 to 51,800.
    • Main battery reload time increased from 31.5 to 33.5 s.
    • HE shell damage decreased from 5,000 to 4,750.
    • HE shell fire chance decreased from from 30% to 22%.
  • Became available to players starting with Update 0.9.9.
  • Update 0.9.10:
    • View range increased from 26 to 27 km.
  • Update 0.9.11:
    • Fixed geometry and textures of the ship.
  • Update 0.10.0:
    • The firing range of the secondary battery was increased to 5.6 km.
  • Update 0.11.1:
    • Minor corrections to geometry and textures of the ship.

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