St. Louis
Revision as of 23:58, 13 August 2015 | Revision as of 01:38, 14 August 2015 | |||
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* Due to the large number of shells fired, very likely to cause fires and critical hits with a full salvo of hits even when the enemy is swinging from one side to another. High fire rate and large shell numbers maximize chances of repeated fires and criticals making it more likely enemy repair abilities will be on cooldown. | * Due to the large number of shells fired, very likely to cause fires and critical hits with a full salvo of hits even when the enemy is swinging from one side to another. High fire rate and large shell numbers maximize chances of repeated fires and criticals making it more likely enemy repair abilities will be on cooldown. | |||
* New player friendly, doesn't require the player to master torpedo tactics to play effectively. | * New player friendly, doesn't require the player to master torpedo tactics to play effectively. | |||
? | * Side mounted guns mean you can switch targets from one side to another very quickly without reloading or waiting for turrets to traverse. | + | * Side mounted guns mean you can switch targets from one side to another very quickly without reloading or waiting for turrets to traverse. Also, despite a slow rudder shift time, turning radius is tight. | |
'''Cons''' | '''Cons''' |
Revision as of 01:38, 14 August 2015
22 kt Max Speed |
8.4 s Rudder Shift Time |
450 m Turn Radius |
-1 - -1 mm Hull Armor |
-1 - -1 mm Citadel Armor |
-1 - -1 mm Deck Armor |
-1 - -1 mm Extremities Armor |
Guns |
Guns |
Torpedoes |
Recon Squadrons |
5.1 km Aerial Detection Range |
10.7 km Surface Detection Range |

Modules

Cost, | artilleryShotspeed | artilleryRotationtime | artilleryDamagehe | artilleryDamageap | |
---|---|---|---|---|---|
152 mm/50 Mk.6 on a single mount/casemate mount | 28000 | 7.5 | 22.5 | 1700 | 2400 |
152 mm/50 Mk6 | 64000 | 8.3 | 18 | 1700 | 2400 |

Cost, | health | planesAmount | artilleryNumbarrels | atbaNumbarrels | aaNumbarrels | |
---|---|---|---|---|---|---|
St. Louis (A) | 40000 | 27300 | --- | 1 | 1 | 0 |
St. Louis (B) | 98000 | 29500 | --- | 1 | 1 | 1 |

Cost, | suoMaxdist | suoIncreasedistpercent | |
---|---|---|---|
Mk3 mod. 1 | 21000 | 0 | --- |
Mk III mod. 2 | 53000 | 0 | --- |

Cost, | mobilityMaxspeed | |
---|---|---|
Propulsion: 24,000 hp | 18000 | 22 |
Compatible Equipment
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Player Opinion
Performance
New players and experienced hands alike will enjoy this ship's insane firepower but dislike it's slow top speed. Aim to get just inside the maximum range of your guns then turn sideways on the target then broadside them with six side guns and two turret guns. Spam HE shells - with the fast fire rate and and large number of shells they are effective against all opponents and even at long range you are likely to hit with some. When fighting enemy battleships "rake" them - try to fire at the front, centre and back sections in turn to maximise your chances of knocking out their turrets and setting multiple fires. Watch out for enemy torpedoes as you don't have the best maneuverability. Save your repair ability for fire/flooding/engine/steering hits - you have so many turrets that losing one barely affects your shell output until it's auto-repaired.
Early Research
- Get the hull upgrade first - this boosts all of your stats.
- Next get the upgraded guns - the turn rate is pretty much irrelevant but the rate of fire increase is very handy.
- Lastly get the improved fire control system - as it's only a 900m range increase it's not so important.
- If you play this ship a lot, consider getting the tier IV commander skill "Advanced Firing Training" - this boosts your firing range by 2.08km, a nasty surprise for ships hoping to outrange your normal 10.4km max.
Pros
- Made out of guns. Incredibly heavily armed for tier & class, fully upgraded has fourteen 152mm primary and eighteen 76mm secondary guns. Losing a turret barely affects damage output.
- Fully upgraded has nearly 30,000 hp, nearly 12,000 more than the Tier 3 Japanese cruiser, the Tenryu and more than a fully upgraded Tier III US South Carolina battleship.
- Due to the large number of shells fired, very likely to cause fires and critical hits with a full salvo of hits even when the enemy is swinging from one side to another. High fire rate and large shell numbers maximize chances of repeated fires and criticals making it more likely enemy repair abilities will be on cooldown.
- New player friendly, doesn't require the player to master torpedo tactics to play effectively.
- Side mounted guns mean you can switch targets from one side to another very quickly without reloading or waiting for turrets to traverse. Also, despite a slow rudder shift time, turning radius is tight.
Cons
- Low top speed, just 22 knots with slow acceleration. Rather slow rudder shift time.
- Side mounted guns means only a maximum of eight out of the fourteen primary guns can be used on a single target.
- Very poor AA ability, only eight low calibre machine guns. Don't expect to shoot anything down.
- Due to side mounted guns, can only fire a single gun directly fore or aft.
- No torpedoes unlike Japanese equivalent.
Historical Info
Historical Gallery