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Omaha

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Submarine | N/A | Tier
Tech Tree Position
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General
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Purchase price1,200,000 Credits
Hit Points23,100 
Main Battery
IDS_PAGM091_6IN53_MK13_SINGLE8 х 1 / 2 х 2 pcs.
Rate of Fire7.5 shots/min.
Reload Timesec.
Rotation Speeddeg./sec.
180 Degree Turn Time22.5 sec.
Firing Range13.83 km.
HE ShellIDS_PAPA030_SHELL_152MM_HE_HC_MARK_34_MOD_1 
Maximum HE Shell Damage2,200 
Chance of Fire on Target Caused by HE Shell12 %
Initial HE Shell Velocity914 m./s.
HE Shell Weight47.7 kg.
AP ShellIDS_PAPA061_SHELL_152MM_AP_SC_MK_27_MOD_5 
Maximum AP Shell Damage3,100 
Initial AP Shell Velocity914 m./s.
AP Shell Weight47.6 kg.
Torpedo Tubes
IDS_PAGT042_21IN_TORPEDO_TUBES_TRIPLE4 х 3 pcs.
Rate of Fire0.91 shots/min.
Reload Time66 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoIDS_PAPT009_MK_11 
Maximum Damage11,733 
Torpedo Speed56 knot
Torpedo Range5.49 km.
AA Defense
IDS_PAGA013_1IN_MK2_MOD28 х 4 pcs.
. . . Average Damage per Second18.4 
. . . Firing Range2.4 km.
IDS_PAGA055_BROWNING_M2_MOD24 х 1 pcs.
. . . Average Damage per Second15.2 
. . . Firing Range1.2 km.
Maneuverability
Maximum Speed34 knot
Turning Circle Radius600 m.
Rudder Shift Time7.5 sec.
Concealment
Surface Detectability Range13.09 km.
Air Detectability Range5.36 km.
Battle Levels
12345678910
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Main Battery
IDS_PAGM091_6IN53_MK13_SINGLE8 х 1 / 2 х 2 pcs.
Rate of Fire8.57 shots/min.
Reload Timesec.
Rotation Speed7.5 deg./sec.
180 Degree Turn Time24 sec.
Firing Range15.21 km.
HE ShellIDS_PAPA030_SHELL_152MM_HE_HC_MARK_34_MOD_1 
Maximum HE Shell Damage2,200 
Chance of Fire on Target Caused by HE Shell12 %
Initial HE Shell Velocity914 m./s.
HE Shell Weight47.7 kg.
AP ShellIDS_PAPA061_SHELL_152MM_AP_SC_MK_27_MOD_5 
Maximum AP Shell Damage3,100 
Initial AP Shell Velocity914 m./s.
AP Shell Weight47.6 kg.
Torpedo Tubes
IDS_PAGT042_21IN_TORPEDO_TUBES_TRIPLE4 х 3 pcs.
Rate of Fire0.91 shots/min.
Reload Time66 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoIDS_PAPT009_MK_11 
Maximum Damage11,733 
Torpedo Speed56 knot
Torpedo Range5.49 km.
AA Defense
IDS_PAGA016_3IN50_MK22_MOD26 х 1 pcs.
. . . Average Damage per Second16.8 
. . . Firing Range3.51 km.
IDS_PAGA003_20MM_OERLIKON_MK410 х 1 pcs.
. . . Average Damage per Second36 
. . . Firing Range2.01 km.
IDS_PAGA002_40MM_BOFORS_MK12 х 2 pcs.
. . . Average Damage per Second22.6 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed34 knot
Turning Circle Radius600 m.
Rudder Shift Time5.7 sec.
Concealment
Surface Detectability Range13.09 km.
Air Detectability Range5.36 km.
Battle Levels
12345678910
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Ship_PASC005_Omaha_1923.png
1,200,000

[[Ship:<value_unset_error>|<value_unset_error>]] — N/A Tier  submarine.

IDS_PASC005_descr

Modules

Compatible Upgrades

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 V Omaha is an evolution of Phoenix. A mix of turret and casemate mounted guns means she has plenty of weapons, although she cannot bring them all to bear against an opponent. Among many players, she has a (somewhat deserved) reputation for exploding. But in the right hands, she is capable of unleashing a rain of fire on the enemy team.

Omaha has a small 600 meter turning circle and a fairly quick 6.4 second rudder shift, making her maneuverable which can help her avoid incoming attacks. Her 34 knot top speed is fairly typical for a Tier V cruiser, placing her firmly in the middle of the pack. Unfortunately, her concealment is rather poor at 13.2 km. This can be reduced to 11.8 km with the Concealment Expert skill, but Omaha is unlikely to sneak up on anything smaller than a battleship.

Omaha mounts a standard cruiser Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. which is active for 5 seconds with a 60 second cool down between uses. She also carries a Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. and Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.. Her Hydroacoustic Search is active for 100 seconds with a 120 second cooldown between uses and has 3 uses as standard. When it is active, Omaha will detect enemy ships at 4 km, torpedoes at 3 km, and fully submerged submarines at 2 km. Her Fighter launches a pair of aircraft which will circle around the ship for 60 seconds, providing emotional support to the player. Occasionally, they will intercept an attack and shoot down two attacking aircraft.

Survivability

Even for a Tier V cruiser, Omaha has a reputation for easily exploding. Her citadel is a large and tempting target as it rises a considerable distance above the waterline. Shells aimed between her funnels are likely to hit the citadel, which is protected by a rather thin 76 mm of armor. A broadside Omaha is likely to attract a lot of incoming fire.

Most of her plating is 13 mm thick, which means anything larger than light cruiser guns can overmatch her armor. Omaha can receive citadel hits from almost any angle. Her plating will also be penetrated by all HE shells.

Her health pool is good for a Tier V cruiser, but her weak armor and large citadel considerably reduce the benefits of this. Under sustained fire, Omaha is likely to melt away — or explode – leading to a rapid return to port. With no way to recover lost health or easily disengage from combat, any mistakes can be costly.

Armament

Where Omaha shines is her main battery DPM. She has a large main battery, coupled with one of the fastest reloads at her tier. Omaha can bring up to eight guns to bear on a single target, overwhelming it with a rain of shells. Her 15.2 km range is fairly good for her tier and allows players to maintain some distance from their intended targets. Like most light cruisers, her shells will tend to float as ranges increase which makes targeting maneuvering ships difficult. However, it does allow her to take advantage of island cover to safely engage targets.

Omaha can be a good fire starter, able to set up to 12 fires per minute in ideal circumstances. 25 mm of HE penetration means that her shells will penetrate the decks or superstructures of most ships, even when downtiered. Her AP is somewhat disappointing; past 10 km, Omaha can struggle to penetrate broadside cruisers.

Omaha mounts a pair of triple torpedo launchers on each side, positioned near the stern. Her torpedoes lack the reach or speed to be used safely. Their 5.5 km range means approaching a target to use these weapons will likely result in receiving catastrophic damage in return. These should be thought of as weapons of last resort; if an Omaha is in position to use her torpedoes then at least one player has made a mistake in their positioning.

Anti-Aircraft

Omaha’s stock AA is woeful, with a short range of 2.4 km that will not deter any attacks. Her upgraded hull gives her much improved AA defenses, with a medium range aura reaching out to 3.5 km and her short range guns will roughly double their DPS. They won’t stop a determined attack, but players can hope to bring down some aircraft. Her fighter is also there, and it might do something on occasion.

Anti-Submarine

Omaha carries an ASW airstrike with a 5 km range, potentially allowing her to engage submarines with a degree of safety. The airstrike has a 20 second reload between attacks, limiting the amount of damage that players can cause to a submarine. Her Hydroacoustic Search can aid in submarine hunting, but the short range means that players will need to know where to start hunting.

Battle Performance

Omaha is somewhat of a glass cannon — although she can put a lot of shells downrange, her large citadel and thin armor leaves her vulnerable to return fire. The temptation to use her DPM can lead inexperienced players to overextend or show too much broadside. Turning at the wrong moment can result in an early return to port. This is particularly true when Omaha is downtiered and her enemies become more accurate.

Players should utilize island cover whenever possible to shield themselves from return fire. If nearby cover is not available, players should use their range to engage distracted targets. In open water combat, Omaha should make frequent course changes to present a more difficult target. With practice, it is possible to use throttle and rudder changes to avoid long range salvos aimed at her.

HE shells will be the usual ammunition of choice. Omaha can pose a serious annoyance to battleships, as her rate of fire can tax Damage Control Parties and set multiple fires. Despite its lower penetration, at short ranges her AP can punch through cruiser armor and swing a fight in her favor.

Pros:

  • High main battery DPM
  • Good fire starting potential
  • Able to bring multiple guns to bear in any direction
  • Decent maneuverability
  • Battles are often short

Cons:

  • Large, exposed citadel
  • Relatively weak AP shells
  • Short range torpedoes
  • Short AA range
  • Battle are often short

Research

Early experience gains are best invested in Hull (B) — providing significant upgrade to Omaha’s firepower — followed quickly by the improved 152mm guns. Finally, boost her firing range next by picking up the Fire Control System upgrade.

Optimal Configuration

Upgrades

  • Slot 1: [[Ship:Upgrades#Main_Armaments_Modification.C2.A01|]] -20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time. keeps the guns active and firing.
  • Slot 2: [[Ship:Upgrades#Engine_Room_Protection|]] : -20% to the risk of incapacitation. / -20% to repair time. keeps the engines and steering working.
  • Slot 3: [[Ship:Upgrades#Aiming_Systems_Modification.C2.A01|]] : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion. improves accuracy and generates more main battery hits.

Commander Skills

Consumables

Omaha equips the following

Signals

Gallery

Historical Info

Historical Gallery

References

  1. USS Omaha (CL-4) - Wikipedia
  2. Omaha-class cruiser - Wikipedia

Ship Change Log

See here for links to Update notes.

  • Added to the game in Update 0.1.6.
  • Update 0.2.2.5:
    • The AA defense was replaced on the top hull: instead of 350 Mk22, 1Mk2 were installed.
  • Update 0.3.:
    • Hull C was added.
  • Update 0.4.0.4:
    • The Hydroacoustic Search consumable was added to the stock hull.
  • Update 0.5.0:
    • Base firing range increased from 11,500 to 13,465 m.
    • Viewing distance increased from 18,390 to 21,080 m.
    • The Experience and Credit earnings were reduced by a value in the range of 5-10%.
  • Update 0.5.1:
    • The number of charges of the "Catapult Fighter I" consumable was reduced to 2 ("Catapult Fighter II" to 3).
  • Update 0.5.2:
    • Fixed a bug with the torpedo view of the camera.
    • Experience earnings increased by 5%.
    • Credit earnings increased by 7%.
  • Update 0.5.6:
    • Decorative air defense installations on the main battery turrets were removed from Hull B, the game characteristics of the ship did not change.
  • Update 0.5.8:
    • The armor model of the hull was refined.
  • Update 0.5.9:
    • The thickness of the casemate closest to the bow was increased from 6 to 10 mm.
  • Update 0.6.3:
    • Base firing range increased to 13,830 m.
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 6.87 km.
  • Update 0.6.13:
    • Fire extinguishing time now 30 s instead of 60 s.
    • Improved display of thin elements.
    • Hull A: Forward compartment HP reduced by 200, service space HP above casemate increased by 100 HP, aft compartment HP reduced by 100 HP, superstructure HP increased by 100 HP
    • Hull B: Forward compartment HP reduced by 200, service space HP above casemate increased by 100 HP, aft compartment HP reduced by 100 HP, superstructure HP increased by 100 HP
    • Hull C: Forward compartment HP reduced by 200, aft compartment HP reduced by 200 HP, superstructure HP increased by 500 HP
    • The survivability of air defense weapons was tested and brought to a single standard. The change affects 76.2 mm and 40 mm guns.
  • Update 0.7.10:
    • The range of the Hydroacoustic Search consumable was unified - 4 km for detecting ships, 3 km for detecting torpedoes.
  • Update 0.8.8:
    • Updated silhouette of the ship.
  • Update 0.9.2:
    • HE shell penetration increased from 24 to 25 mm.
    • Central armor reinforced from 13 to 16 mm.
  • Update 0.10.3:
    • Hulls A and C were removed. Hull B was renamed to Hull A. A new researchable Hull B was created on the basis of the old Hull B with a different air defense composition.
  • Update 0.10.11:
    • Added the Snow and Stars permanent camouflage.
  • Update 0.11.4:
    • Fixed an issue with a missing horn sound when using the Snow and Stars permanent camouflage.
  • Update 0.11.9:
    • Minor fixes to geometry and textures of the ship.

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