Nebraska
406 mm/45 Mk.6 in a turret2 х 3 pcs. |
Rate of Fire2 shots/min. |
Reload Time30 sec. |
Rotation Speed4 deg./sec. |
180 Degree Turn Time45 sec. |
Firing Range19.05 km. |
Maximum Dispersion250 m. |
HE Shell406 mm HE/HC Mk13 |
Maximum HE Shell Damage5,700 |
Chance of Fire on Target Caused by HE Shell36 % |
Initial HE Shell Velocity820 m./s. |
HE Shell Weight862 kg. |
AP Shell406 mm AP Mk8 |
Maximum AP Shell Damage13,100 |
Initial AP Shell Velocity701 m./s. |
AP Shell Weight1225 kg. |
127 mm/38 Mk.12 on a Mk.32 mount10 х 2 pcs. |
Firing Range6.6 km. |
Rate of Fire10 shots/min. |
Reload Time6 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.32 mount10 х 2 pcs. |
. . . Average Damage per Second151 |
. . . Firing Range5.01 km. |
40 mm/56 Bofors on a Mk.1 mount9 х 2 pcs. |
. . . Average Damage per Second101.7 |
. . . Firing Range3.51 km. |
20 mm Oerlikon on a Mk.4 mount38 х 1 pcs. |
. . . Average Damage per Second136.8 |
. . . Firing Range2.01 km. |
Maximum Speed30 knot |
Turning Circle Radius760 m. |
Rudder Shift Time22.7 sec. |
Surface Detectability Range15.2 km. |
Air Detectability Range11.17 km. |
Nebraska — American Tier VIII battleship.
When designing the North Carolina-class battleships, the F project was developed—a combination of a battleship and aircraft carrier. However, the proposed predesign didn't include a flight deck: The aircraft were supposed to be launched by catapults, and the air group was extremely small. If necessary, the project could be reworked into a full-fledged hybrid battleship-carrier with the hangar transferred to the stern and a flight deck created.
Modules
IDS_SHIP_PARAM_SUO_INCREASE_DIST (%) | Maximum Firing Range (km) |
Research price (exp) |
Purchase price () | ||
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Mk8 mod. 1 | 0 | 0 | 1,000,000 | ||
Mk8 mod. 2 | 0 | 30,000 | 2,200,000 |
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 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
A pioneer among conventional battleships, Tier VIII Nebraska stands out as the first tech-tree hybrid battleship to be added to the game. With only two turrets, she trades some firepower for a flight deck and the ability to launch a dive bomber squadron carrying high-explosive bombs.
Main Battery
When it comes to battleships, Nebraska offers a unique experience. Half battleship and half aircraft carrier, she offers some of the best - and worst - of both worlds. Most notably, she only carries two-thirds of the firepower found on most Tier VIII battleships. The only other difference from North Carolina is that Nebraska has slightly less range. In all other respects, their gunnery is identical. Her turret rotation is on the sluggish side for a Tier VIII battleship, but she has excellent sigma and decent American dispersion. Her only main downside is the lack of guns, which can sometimes lead to disappointing salvoes despite her good accuracy, and no way to fire behind her. However, she can easily keep all her guns trained on a target, allowing her to bow-tank incoming fire without sacrificing damage output.
Dive Bombers
Nebraska’s key feature is, of course, her ability to launch a squadron of HE dive bombers. The squadron consists of five planes, each carrying a single high explosive bomb with high damage, good penetration, and a high fire chance. The reticle is fairly small when fully aimed, allowing Nebraska to land decent hits on even the smallest of targets. The planes are slow but they have a decent hitpoint pool. When compared to the dive bombers of same-tier aircraft carriers, their HP is on par with British bombers/dive bombers, which are known for their resistance to anti-aircraft fire. The planes function like a consumable: they have a fixed preparation time, and a completely new squadron of planes is generated each time, so losing planes doesn’t hurt her ability to launch future attacks. Another advantage of having aircraft is the ability to provide spotting. Unlike conventional battleships, Nebraska can spot for herself. This makes her a useful asset to her team, especially when there are no aircraft carriers in her game.
Survivability
Nebraska’s survivability leaves a lot to be desired. While not especially weak, her massive flight deck is large and poorly armored, allowing it to catch a large volume of shells from all angles. Angling is still important to mitigate damage, but knowledgeable players will know to aim for her hangar/superstructure for easy penetration damage. This can be somewhat compensated by her Repair Party consumable. Unlike North Carolina and the rest of the fast battleship branch, Nebraska only carries the standard Repair Party . Fortunately, Nebraska has one of the largest hitpoint pools of any Tier VIII battleship, so she can afford to take some punishment. Her torpedo belt is not the worst, but not particularly notable either. One particular benefit of Nebraska’s armor scheme is her citadel. Unlike most American battleships, her citadel sits low in the water, making it difficult to hit at medium and close ranges. Therefore, giving broadside to an enemy ship likely won’t be as fatal as with most other battleships, but it will still hurt. A lot. Nebraska has a fairly average surface detection radius of 15.2 km that will allow her to disengage or relocate as needed.
Maneuverability
Nebraska is faster than most of her Tier VIII tech tree counterparts. At 30 knots, she can comfortably get to where she needs to be, retreating and pushing with faster ships when she needs to support her team. Her rudder shift is one of the worst in tier, but her turning radius is one of the smallest.
Consumables
Nebraska has access to a standard consumable suite for an American battleship. The extended Damage Control Party duration provides an extra five seconds of immunity from being lit on fire or flooding, giving her a slight edge over her non-American peers. Nevertheless, careful management of her Damage Control Party is necessary to mitigate the damage she takes. Her Repair Party allows her to heal back some damage taken, keeping her in the fight longer (see Survivability above). Lastly, Nebraska comes with a Catapult Fighter consumable to help ward off air attacks; she does not have the option to swap this consumable for a Spotting Aircraft .
Anti-Aircraft Defenses
Nebraska has above-average anti-aircraft defenses. Her long-range aura deals impressive damage per second to a range of 5.8 km. Her medium-range bubble has the standard 3.5 km range and average damage for a Tier VIII battleship. While only having a range of 2 km, her short-range AAA deals some of the highest damage per second of any same-tier battleship. She produces six flak bursts with a damage of 1540 HP - the same as North Carolina.
Battle Performance
As the first Tier VIII hybrid battleship/aircraft carrier, Nebraska offers a unique playstyle among her peers. She can utilize the same gameplay tactics of the conventional fast battleship line, where she provides long-range fire support for her allies. However, to maximize her influence on the course of the battle, she needs to utilize her HE dive bomber squadron. She can use them to spot for her allies and herself, and deal damage to targets that she might not otherwise be able to hit with her main battery guns. Captains should learn how to use her dive bombers to spot and attack a previously undetected target, then press the “F” key to quickly switch back to the ship and fire off a sneaky salvo at the same target.
While flying, captains should ensure that their ship is on the correct course. Situational awareness, as with all ships, is critical. Sailing in straight lines using the autopilot is tempting, but one should check for the last known positions of enemy ships, especially those armed with torpedoes. Battleships sailing in straight lines are prime targets, and her slow rudder shift will make dodging difficult. It is also worthwhile to pre-aim her turrets in the anticipated direction before launching her planes, either by turning the camera to look in the desired direction and subsequently launching the aircraft or by locking the turrets in place. This will prevent the embarrassing situation of spotting a target with her planes and then not being able to shoot at the vessels she’s spotted because her turrets were pointed in the wrong direction.Pros:
- Large HP pool and waterline citadel
- Accurate main battery guns
- Ability to launch HE dive bombers
- Strong AA defenses
- High speed, with a tight turning radius
Cons:
- Flight deck is a large and easy to hit target
- Only six guns, all facing forward
- Slow rudder shift
- Higher air detection range
Research
Researchable upgrades for Nebraska:
- Hull: Upgrade to Hull (B) for improved survivability, maneuverability and AA. Research of this module unlocks progression to Delaware.
- Bombers: Upgrade to SB2C Helldiver for higher plane speed and more health, as well as an extra bomb per plane.
- Gun Fire Control System: Upgrade to Mk8 mod. 2 for an extra 10% range on the main battery.
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
- Slot 4: Damage Control System Modification 2 or Air Groups Modification 3
- Slot 5: Concealment System Modification 1
Commander Skills
Consumables
Nebraska equips the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Repair Party – 4 charges
- Slot 3: Defensive AA Fire – 3 charges
Dive Bombers:
- Slot 1: Engine Cooling – 2 charges
Signals
Recommended Signal Flags | |||||
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Combat | |||||
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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 0.11.10.
Testing Changes
- DevBlog 373:
- Preliminary characteristics.
- DevBlog 394:
- Squadron preparation to attack time increased from 3 to 4 s.
- Dispersion of bombs increased.
- Maneuverability of planes during attack reduced by 30%.
- DevBlog 397:
- Bombers now drop with a level flight approach, in line with the Louisiana.
- Bomber dispersion ellipse is now similar to Louisiana.
- DevBlog 403:
- Main battery firing range with the researchable Gun Fire Control module reduced from 22.7 to 21 km.
- DevBlog 409:
- Main battery reload time increased from 27 to 30 s.
- Update 12.0:
- Available as the reward for Stage 50 of the 12.0 Premium Battle Pass.
- Update 12.1:
- Updated patrol fighter models.
- Introduced into the game as a researchable ship in Update 12.2.
- Update 12.3:
- Fixed the geometry and textures of the ship.
- Update 12.6:
- The size of the bombers' reticle has been increased.
- Update 13.1:
- Changed the parameters of the Stock and Researchable Dive bombers
- Bombers are now equipped with JATO boosters.
- HE bomb penetration increased from 42 to 53 mm.
- Changed the parameters of the Stock and Researchable Dive bombers
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