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Revision as of 09:42, 17 October 2019
Added basic pros and cons
Revision as of 19:09, 19 November 2019
Changes to how to play italian cruisers, especially in regards to damage saturation
12 intermediate revisions by 3 users not shown
Line 9:Line 9:
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?<!--+''{{#var:ship_name}}'' represents the largest shift in game play for the Italian Cruiser line. While the earlier ships in the line are certainly representative of the higher-tier game play for the line, it's only with ''{{#var:ship_name}}'' that a captain will be able to say with certainty that they enjoy the uniqueness of the line or not.
?PERFORMANCE SECTION GUIDELINES+ 
?1. Write a brief intro paragraph of 1-3 sentences.+While the previous ''[[Zara]]'' encapsulates the design ideas of the interwar and treaty period, ''{{#var:ship_name}}'' is more in-line with contemporary designs of the late 1930s, with various quality-of-life improvements, such as triple-barrel turrets in an A-B-X format, that captains moving up from ''[[Zara]]'' will be certain to appreciate. Other improvements include an extended belt of 50 mm that can restrict the ability of enemy battleships to citadel ''{{#var:ship_name}}'' through the bow at close range, and a vastly improved top speed. While gaining an extra gun and a more useful turret layout, ''{{#var:ship_name}}'' does end up with a slightly slower reload than her predecessor.
?2. Write 1-3 paragraphs of "meat". Talk about what the ship does well, what it doesn't, how it compares to same tier ships of the same type, how it compares to the previous ship in the tech tree, whatever. Try to avoid quoting vital statistics to players unless it is really relevant (i.e. concealment); they can see those in the sidebar on the right and don't need them read back. + 
?3. Write a brief summary paragraph of 1-3 sentences highlighting the key takeaways from the paragraphs above.+Overall game play is similar to that of ''[[Zara]]'', but captains should make note of a few important changes. Firstly, ''{{#var:ship_name}}'''s increased top speed and improved armor can allow captains to play in a more aggressive fashion. Reaching strategic positions and being able to retreat from a fallen flank are two aspects of her game play that captains should be able to appreciate, and are continued through to the remaining two ships in the line. Secondly, the change in match-making spread to include Tier X vessels can be both good and bad for ''{{#var:ship_name}}'' captains. The increase in number of "all-or-nothing" armor schemes among higher tier ships is extremely helpful when using the SAP shell type, but the inclusion of Tier X vessels introduce the potential of encountering vessels that have an almost guaranteed immunity to damage from your ship (such as ''[[Kremlin]]'' and ''[[Großer Kurfürst]]''). Greater emphasis needs to be placed on the choice of shell type to properly deal damage to targets.
?-->+ 
 +Target selection in higher tier games for ''{{#var:ship_name}}'' and her successors requires a thorough understanding of game mechanics. The impact of an Italian cruiser is greatest at the start of a battle, and diminishes throughout the course of a battle due to the [[Ship:Damage_Saturation|Damage Saturation]] mechanic. In later stages of a match they become highly opportunistic; a saturated target will be taking significantly reduced damage, so captains must be able to recognize the signs of saturation and adjust their aim to unsaturated sections, or a different target entirely. Captains should take the opportunity in the early game to do as many large (8k+) damage salvos to as many targets as possible before saturation becomes an issue. Captains should especially take any and all chances at dealing damage to enemy destroyers; however, due to the lack of radar and hydro-acoustic consumables, actively hunting destroyers can be quite risky. A well-played Italian cruiser can make a massive difference on the early game development of a match by removing large chunks of health from enemy destroyers, if not outright sinking them.
 + 
 +''{{#var:ship_name}}'', as well as the following two vessels, should be played in a flexible role. The high top speeds and unique ability to disengage from a fight really comes to light with ''{{#var:ship_name}}''. Captains can adopt "hit-and-run" style tactics to quickly remove moderately low-HP targets from the field where needed, and then disengage with minimal loss of health to themselves. The low-speed, high range torpedoes should be used when exiting a fight to dissuade pursuit, and not necessarily as an offensive method of damage dealing. Captains should also be aware of the large detection when firing in smoke penalty for high-tier Italian cruisers; captains should consider holding their fire when retreating to maximize the usefulness of their full-speed smoke generators.
 + 
 +Overall, ''{{#var:ship_name}}'' represents a fairly large departure from the low- and mid-tier Italian cruisers. Tactics learned through playing ''{{#var:ship_name}}'' will be applied to the following ''[[Brindisi]]'' and ''[[Venezia]]'', so captains can get a feel for if they will enjoy the remainder of the line or not with her. Captains should continue to keep in mind that the Italian cruisers, especially at high-tier, play quite a bit differently than their contemporaries in other nations' tech trees, and should not be played as such. Doing so will only result in frustration at the limitations of SAP and lack of HE. ''{{#var:ship_name}}'' and her successors can absolutely make an impact on the outcome of a battle, and when well-played can be a far more rewarding experience than the "HE spam" of other cruisers.
  
 |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
?* Great long range guns with high potential damage+* Great and accurate guns with high potential damage.
?* Fast top speeds rivalling destroyers of the same tier.+* Fast top speeds rivaling destroyers of the same tier.
 * Great torpedo range, only shortcomings being their speed. * Great torpedo range, only shortcomings being their speed.
?* {{Exhaust Smoke}} leaves her capable of instantly disappearing. Great for retreating.+* Fantastic torpedo angles with very low detection.
 +* {{Exhaust Smoke Generator}} leaves her capable of instantly disappearing. Great for retreating.
 +* Capable of running {{Catapult Fighter}} to improve AA, or {{Spotting Aircraft}} to increase range.
  
 |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
 * Lack of defensive consumables such as {{Repair Party}} or {{Hydroacoustic Search}}. * Lack of defensive consumables such as {{Repair Party}} or {{Hydroacoustic Search}}.
 * Mediocre AA defence. * Mediocre AA defence.
?* +* Very little {{Exhaust Smoke Generator}} uses.
?* +* Extended 50 mm belt is very low on her bow, reducing its effectiveness.
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
Line 57:Line 64:
 Superintendent is highly recommended for the ''{{#var:ship_name}}'' as without it, she does not get a lot of uses on her smoke. Superintendent is highly recommended for the ''{{#var:ship_name}}'' as without it, she does not get a lot of uses on her smoke.
  
?{{Commander Skills+{{Commander Skills 2
?| Priority Target = 3+| rating11 = 2 <!-- Priority Target -->
?| Preventative Maintenance = 2+| rating12 = 1 <!-- Preventative Maintenance -->
?| Expert Loader = 1+| rating13 = 2 <!-- Expert Loader -->
?| Air Supremacy = +| rating14 = 0 <!-- Air Supremacy -->
?| Direction Center for Fighters = +| rating15 = <!-- Direction Center for Fighters -->
?| Improved Engine Boost = +| rating16 = 0 <!-- Improved Engine Boost -->
?| Incoming Fire Alert = +| rating17 = 2 <!-- Incoming Fire Alert -->
?| Last Gasp = +| rating18 = 0 <!-- Last Gasp -->
  
?| High Alert = +| rating21 = <!-- High Alert -->
?| Jack of All Trades = +| rating22 = 2 <!-- Jack of All Trades -->
?| Expert Marksman = 2+| rating23 = 2 <!-- Expert Marskman -->
?| Torpedo Acceleration = +| rating24 = <!-- Torpedo Acceleration -->
?| Smoke Screen Expert = +| rating25 = <!-- Smoke Screen Expert -->
?| Improved Engines = +| rating26 = 0 <!-- Improved Engines -->
?| Adrenaline Rush = 3+| rating27 = 3 <!-- Adrenaline Rush -->
?| Last Stand = +| rating28 = <!-- Last Stand -->
  
?| Basics of Survivability = +| rating31 = <!-- Basics of Survivability -->
?| Survivability Expert = 2+| rating32 = 2 <!-- Survivability Expert -->
?| Torpedo Armament Expertise = +| rating33 = <!-- Torpedo Armament Expertise -->
?| Aircraft Armor = +| rating34 = 0 <!-- Aircraft Armour -->
?| Basic Firing Training = +| rating35 = <!-- Basic Firing Training -->
?| Superintendent = 3+| rating36 = 3 <!-- Superintendent -->
?| Demolition Expert = +| rating37 = 0 <!-- Demolition Expert -->
?| Vigilance = +| rating38 = <!-- Vigilance -->
  
?| Manual Fire Control for Secondary Armament = +| rating41 = 0 <!-- Manual Fire Control for Secondary Armament -->
?| Fire Prevention = +| rating42 = <!-- Fire Prevention -->
?| Inertia Fuse for HE Shells = +| rating43 = 0 <!-- Inertia Fuse for HE Shells -->
?| Sight Stabilization = +| rating44 = 0 <!-- Sight Stabilization -->
?| Advanced Firing Training = +| rating45 = <!-- Advanced Firing Training -->
?| Manual Fire Control for AA Armament = +| rating46 = <!-- Manual Fire Control for AA Armament -->
?| Radio Position Finding = +| rating47 = <!-- Radio Position Finding -->
?| Concealment Expert = 3+| rating48 = 3 <!-- Concealment Expert -->
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?<!--''{{#var:ship_name}}'' can equip the following consumables:+''{{#var:ship_name}}'' can equip the following consumables:
 * '''Slot 1:''' {{Damage Control Party}} * '''Slot 1:''' {{Damage Control Party}}
?* {{Repair Party}}+* '''Slot 2:''' {{Exhaust Smoke Generator}}
?* {{Smoke Generator}}+* '''Slot 3:''' {{Spotting Aircraft}} '''or''' {{Catapult Fighter}}
?* {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}}+
?* {{Surveillance Radar}}+
?* {{Torpedo Reload Booster}}+
?* {{Main Battery Reload Booster}}+
?* {{Engine Boost}}+
?* {{Spotting Aircraft}} '''or''' {{Catapult Fighter}}+
?-->+
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
?<!-- FOR TECH TREE SHIPS 
 [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits;  [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits;
  
 Choose one and append after semicolon above: Choose one and append after semicolon above:
?Types 1 or 5 are recommended at a minimum to reduce detectibility range.+Types 1 or 5 are recommended at a minimum to reduce detectability range.
 Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells. Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
  
?Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type XX camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.+Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 18 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
?-->+
  
 <!--FOR PREMIUM SHIPS  <!--FOR PREMIUM SHIPS
Line 125:Line 123:
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
  
?The ''{{#var:ship_name}}'' does not gain many offensive benefits from signals like many other ships. Sierra Mike ({{Sierra Mike|Size=18px}}) will increase her already fast speeds to 38.6 knots. +The ''{{#var:ship_name}}'' does not gain many offensive benefits from signals like many other ships. Sierra Mike ({{Sierra Mike|Size=18px}}) will increase her already fast speeds to 38.9 knots.
  
 {{Signal Flags {{Signal Flags
Line 166:Line 164:
  
 |HistoricalGallery=<!-- write below list of files with description (if necessary) separated with | --><gallery> |HistoricalGallery=<!-- write below list of files with description (if necessary) separated with | --><gallery>
? +File:Cruiser Amalfi.jpg|Rear quarter view of Amalfi underway at slow speed
 +File:Pisa_gun_turrets.jpg|The guns of sister ship Pisa. On the left is the aft 254-millimetre (10.0 in) turret; on the right, the starboard rear 190-millimetre (7.5 in).
 +File:Amalfi_Underway.jpg|An Italian postcard of Amalfi
 </gallery> </gallery>
  

Revision as of 19:09, 19 November 2019

Amalfi
Amalfi_wows_main.jpg
Cruiser | Italy | Tier VIII
Tech Tree Position
Zara
Arrow_down.png
Amalfi_icon_small.png
Arrow_down.png
Brindisi
stock
 top
General
Research price105000 exp
Purchase price9,100,000 Credits
Hit Points38,500 
Main Battery
203 mm/55 model 19343 х 3 pcs.
Rate of Fire3.75 shots/min.
Reload Time16 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time25.71 sec.
Firing Range14.68 km.
Maximum Dispersion134 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell203 mm proiettili AP 1924 mod.2 
Maximum AP Shell Damage4,800 
Initial AP Shell Velocity910 m./s.
AP Shell Weight125.3 kg.
Secondary Armament #1
90 mm/50 OTO 193912 х 1 pcs.
Firing Rangekm.
Rate of Fire15 shots/min.
Reload Timesec.
HE Shell90 mm proiettili HE 
Maximum HE Shell Damage1,300 
Initial HE Shell Velocity860 m./s.
Chance of Fire on Target Caused by HE Shel%
Torpedo Tubes
533 mm tubo lanciasiluri2 х 4 pcs.
Rate of Fire0.63 shots/min.
Reload Time95 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Si 270 M 
Maximum Damage12,667 
Torpedo Speed51 knot
Torpedo Range12 km.
AA Defense
20 mm/65 Breda 193510 х 2 pcs.
. . . Average Damage per Second34 
. . . Firing Range2.01 km.
37 mm/54 Breda 19328 х 2 pcs.
. . . Average Damage per Second92.8 
. . . Firing Range3.51 km.
90 mm/50 OTO 193912 х 1 pcs.
. . . Average Damage per Second114 
. . . Firing Range3.99 km.
Maneuverability
Maximum Speed37 knot
Turning Circle Radius680 m.
Rudder Shift Time15.3 sec.
Concealment
Surface Detectability Range14.44 km.
Air Detectability Range8.67 km.
Battle Levels
12345678910
Wows_anno_flag_italy.png
VIII
Ship_PISC108_Amalfi.png
9,100,000

Amalfi — Italian Tier VIII cruiser.

The project of a fast and well-protected heavy cruiser with nine 203 mm guns, designed by the Ansaldo company shortly before Italy entered World War II.

Modules

Main Battery 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)
203 mm/55 model 19343.825.711344,800 0730,000
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)
Amalfi (A)38,500161503128/10/1220 01,000,000
Amalfi (B)42,800161503126/1220 30,0002,000,000
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 Si 270 M0.6957.212,6665112 0620,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
SDT 8 mod.1014.7 0550,000
SDT 8 mod.21016.1 18,0001,100,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 192,000 hp37 0620,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3

Player Opinion

Performance

Amalfi represents the largest shift in game play for the Italian Cruiser line. While the earlier ships in the line are certainly representative of the higher-tier game play for the line, it's only with Amalfi that a captain will be able to say with certainty that they enjoy the uniqueness of the line or not.

While the previous Zara encapsulates the design ideas of the interwar and treaty period, Amalfi is more in-line with contemporary designs of the late 1930s, with various quality-of-life improvements, such as triple-barrel turrets in an A-B-X format, that captains moving up from Zara will be certain to appreciate. Other improvements include an extended belt of 50 mm that can restrict the ability of enemy battleships to citadel Amalfi through the bow at close range, and a vastly improved top speed. While gaining an extra gun and a more useful turret layout, Amalfi does end up with a slightly slower reload than her predecessor.

Overall game play is similar to that of Zara, but captains should make note of a few important changes. Firstly, Amalfi's increased top speed and improved armor can allow captains to play in a more aggressive fashion. Reaching strategic positions and being able to retreat from a fallen flank are two aspects of her game play that captains should be able to appreciate, and are continued through to the remaining two ships in the line. Secondly, the change in match-making spread to include Tier X vessels can be both good and bad for Amalfi captains. The increase in number of "all-or-nothing" armor schemes among higher tier ships is extremely helpful when using the SAP shell type, but the inclusion of Tier X vessels introduce the potential of encountering vessels that have an almost guaranteed immunity to damage from your ship (such as Kremlin and Großer Kurfürst). Greater emphasis needs to be placed on the choice of shell type to properly deal damage to targets.

Target selection in higher tier games for Amalfi and her successors requires a thorough understanding of game mechanics. The impact of an Italian cruiser is greatest at the start of a battle, and diminishes throughout the course of a battle due to the Damage Saturation mechanic. In later stages of a match they become highly opportunistic; a saturated target will be taking significantly reduced damage, so captains must be able to recognize the signs of saturation and adjust their aim to unsaturated sections, or a different target entirely. Captains should take the opportunity in the early game to do as many large (8k+) damage salvos to as many targets as possible before saturation becomes an issue. Captains should especially take any and all chances at dealing damage to enemy destroyers; however, due to the lack of radar and hydro-acoustic consumables, actively hunting destroyers can be quite risky. A well-played Italian cruiser can make a massive difference on the early game development of a match by removing large chunks of health from enemy destroyers, if not outright sinking them.

Amalfi, as well as the following two vessels, should be played in a flexible role. The high top speeds and unique ability to disengage from a fight really comes to light with Amalfi. Captains can adopt "hit-and-run" style tactics to quickly remove moderately low-HP targets from the field where needed, and then disengage with minimal loss of health to themselves. The low-speed, high range torpedoes should be used when exiting a fight to dissuade pursuit, and not necessarily as an offensive method of damage dealing. Captains should also be aware of the large detection when firing in smoke penalty for high-tier Italian cruisers; captains should consider holding their fire when retreating to maximize the usefulness of their full-speed smoke generators.

Overall, Amalfi represents a fairly large departure from the low- and mid-tier Italian cruisers. Tactics learned through playing Amalfi will be applied to the following Brindisi and Venezia, so captains can get a feel for if they will enjoy the remainder of the line or not with her. Captains should continue to keep in mind that the Italian cruisers, especially at high-tier, play quite a bit differently than their contemporaries in other nations' tech trees, and should not be played as such. Doing so will only result in frustration at the limitations of SAP and lack of HE. Amalfi and her successors can absolutely make an impact on the outcome of a battle, and when well-played can be a far more rewarding experience than the "HE spam" of other cruisers.

Pros:

  • Great and accurate guns with high potential damage.
  • Fast top speeds rivaling destroyers of the same tier.
  • Great torpedo range, only shortcomings being their speed.
  • Fantastic torpedo angles with very low detection.
  • Exhaust Smoke Generator (Generates a smoke screen that allows the ship to remain undetected at full speed.) leaves her capable of instantly disappearing. Great for retreating.
  • Capable of running Catapult Fighter (While active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.) to improve AA, or Spotting Aircraft (While active, a spotter plane circles the ship enhancing main battery firing range.) to increase range.

Cons:

Optimal Configuration

Upgrades

The recommended upgrades for Amalfi are as follows:

The choice of what to plug into Upgrade Slot 2 will heavily influence the subsequent mix of commander skills captains will choose and how their Amalfi will play. Both steering and propulsion are highly important for Amalfi's playstyle.

Commander Skills

Superintendent is highly recommended for the Amalfi as without it, she does not get a lot of uses on her smoke.

Consumables

Amalfi can equip the following consumables:

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits;

Choose one and append after semicolon above: Types 1 or 5 are recommended at a minimum to reduce detectability range. Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Amalfi with Type 18 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

The Amalfi does not gain many offensive benefits from signals like many other ships. Sierra Mike (+5% to the ship's maximum speed.) will increase her already fast speeds to 38.9 knots.

Gallery

Historical Gallery


Ships of Italy
Destroyers  VI Leone • X Paolo Emilio 
Cruisers  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V Genova Doubloons • VI Trento • VI Duca d'Aosta Doubloons • VII Zara • VII Duca degli Abruzzi Doubloons • VII Gorizia Doubloons • VIII Amalfi • IX Brindisi • X Venezia 
Battleships  V Giulio Cesare Doubloons • VIII Roma Doubloons 
Aircraft Carriers
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryū • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • V Yahagi Doubloons • VI Aoba • VII Myōkō • VII ARP Myōkō Doubloons • VII ARP Ashigara Doubloons • VII ARP Haguro Doubloons • VII Southern Dragon Doubloons • VII Eastern Dragon Doubloons • VII ARP Nachi Doubloons • VIII Mogami • VIII Atago Doubloons • VIII Atago B Doubloons • VIII ARP Takao Doubloons • IX Ibuki • IX Azuma Doubloons • X Zaō • X Yoshino Doubloons 
U.S.A.  I Erie • II Chester • II Albany Doubloons • III St. Louis • III Charleston Doubloons • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Pensacola • VI Dallas • VII Atlanta Doubloons • VII New Orleans • VII Helena • VII Indianapolis Doubloons • VII Boise Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • VIII Wichita Doubloons • VIII AL Montpelier Doubloons • IX Buffalo • IX Seattle • IX Alaska Doubloons • IX Alaska B Doubloons • X Des Moines • X Worcester • X Puerto Rico • X Salem Doubloons 
U.S.S.R.  I Orlan • II Diana Doubloons • II Diana Lima Doubloons • II Novik • III Aurora Doubloons • III Bogatyr • III Oleg Doubloons • III Varyag Doubloons • IV Svietlana • V Murmansk Doubloons • V Kirov • V Krasny Krym Doubloons • VI Budyonny • VI Molotov Doubloons • VI Admiral Makarov Doubloons • VII Shchors • VII Lazo Doubloons • VIII Chapayev • VIII Mikhail Kutuzov Doubloons • IX Dmitri Donskoi • IX Kronshtadt Doubloons • X Moskva • X Stalingrad Doubloons • X Smolensk Doubloons 
Germany  I Hermelin • II Dresden • II Emden Doubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf Spee Doubloons • VI HSF Admiral Graf Spee Doubloons • VII Yorck • VIII Admiral Hipper • VIII Prinz Eugen Doubloons • VIII Mainz • IX Roon • IX Siegfried • X Hindenburg 
Europe  I Gryf 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V Genova Doubloons • VI Trento • VI Duca d'Aosta Doubloons • VII Zara • VII Duca degli Abruzzi Doubloons • VII Gorizia Doubloons • VIII Amalfi • IX Brindisi • X Venezia 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V Exeter Doubloons • VI Leander • VI Devonshire • VI London • VII Fiji • VII Surrey • VII Belfast Doubloons • VIII Edinburgh • VIII Albemarle • VIII Cheshire • IX Neptune • IX Drake • X Minotaur • X Goliath 
Pan-Asia  I Chengan • VI Huanghe Doubloons • VIII Irian Doubloons • VIII Wukong Doubloons 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De Grasse Doubloons • VII Algérie • VIII Charles Martel • VIII Bayard Doubloons • IX Saint-Louis • X Henri IV • X Colbert Doubloons 
Commonwealth  VI Perth Doubloons 
Pan-America  VII Nueve de Julio Doubloons