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Revision as of 23:12, 9 August 2016
Added link to LWM's forum review. Updated pros/cons and performance section to reflect recent addition of radar to her consumables list.
Revision as of 10:30, 17 May 2019
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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
 +A relatively small ship for her type featuring powerful AA armament and designed for use in joint operations with destroyers. The ship carried torpedo tubes and numerous dual-purpose rapid-fire artillery.<br><br>{{Model3DViewer|74cc90a6b5164ac38477b21c7ae0d69e}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
 ''Atlanta'' is a Tier VII American cruiser that plays like a "tweener"; she can be used as a slightly under-gunned light cruiser, or she can be played as "heavy" destroyer.  ''Atlanta'' is a Tier VII American cruiser that plays like a "tweener"; she can be used as a slightly under-gunned light cruiser, or she can be played as "heavy" destroyer.
  
?<br>Success in game depends on finding the sweet spot between the two. At 27,500 HP and a good chance that one of the heavyweights on the enemy team will hit critical areas if you give them a clean shot, it's best to weave your way through friendly traffic, get in close (the 5-inch main guns have a range of a touch over 11km) and spray whatever target is a priority with HE rounds. You'll do far more damage with fire than you will with actual shell impacts. AP rounds are highly situational with this ship as they will only penetrate broadside targets at point-blank range (less than 5km); however, they can be utterly devastating in the right situation.+Success in game depends on finding the sweet spot between the two. At 27,500 HP and a good chance that one of the heavyweights on the enemy team will hit critical areas if given a clean shot, it's best to weave through friendly traffic, get in close (the 5-inch main guns have a range of a touch over 11km) and spray whatever target is a priority with HE rounds. She'll do far more damage with fire than she will with actual shell impacts. AP rounds are highly situational with this ship as they will only penetrate broadside targets at point-blank range (less than 5km); however, they can be utterly devastating if her captain knows when to use them.
  
?<br>''Atlanta'' - and her sister ship, [[Ship:Flint|''Flint'']] - are unique in the game in that they have '''unlimited''' charges of the [[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire consumable]]. When coupled with her excellent anti-aircraft armament, she utterly shreds enemy planes. As of patch 0.5.9.0, ''Atlanta'' has also been given access to the [[Ship:Consumables#Surveillance_Radar|Surveillance Radar consumable]], making her an even bigger threat to enemy destroyers. +''Atlanta'' - and her sister ship, ''[[Flint]]'' - are unique in the game in that they have '''unlimited''' charges of the [[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire consumable]]. When coupled with her excellent anti-aircraft armament, she utterly shreds enemy planes. As of patch 0.5.9.0, ''Atlanta'' has also been given access to the [[Ship:Consumables#Surveillance_Radar|Surveillance Radar consumable]], making her an even bigger threat to enemy destroyers.
  
?<br>Tactical Advice - Stick with HE most of the time, you'll do more damage in the long run. Don't go toe to toe with anyone unless you have to. Even some of the destroyers outrange and outgun you. Keep your speed up at all times and move, move, move. Twist, turn, vary your speed anything to throw the enemy's aim off. This ship is a knife fighter and you need to use it like a shotgun. Fast, messy, quick hit and run close quarters combat. If you find yourself at the front of the pack staring down a couple of ships, you're probably going to get hammered. Practice predicting the "arc" of the shells. This ship has a ridiculously high rate of fire but at anything beyond 4-5km the shells come in at such an extreme angle you're literally "raining" or "walking" shells across your target. If you are going one-on-one with someone and they can concentrate on what your arc of fire is doing even a large slow ship has a decent chance to evade most of the impacts. Focus on ships already under attack by allies, add your firepower to the carnage.+{{AnnoWiki|content=
 +'''[https://forum.worldofwarships.com/index.php?/topic/117222-premium-ship-review-atlanta-30/ LittleWhiteMouse's Premium Ship Review: Atlanta] from the NA forums'''}}
  
?<br>'''[https://forum.worldofwarships.com/index.php?/topic/69628-premium-ship-review-uss-atlanta-20 LittleWhiteMouse's Premium Ship Review: Atlanta] from the NA forums'''<br>+|Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
 +* Experience-making machine if utilized with all the bonus modifiers, camo upgrades, etc.
 +* Ridiculous rate of fire. Can generally get between four and seven of the turrets on target, which results in a rate-of-fire of 80 to 140 rounds per '''minute'''.
 +* Enormously high shell arcs make it easy to shoot over almost any island.
 +* Fast, agile, responsive. Can get into the fight fast, can get out fast.
 +* Incoming shots can generally be avoided.
 +* Rewards a driver that thinks like a destroyer captain. ''Atlanta'' is a support (light) cruiser not a brawler.
 +* Excellent for picking off crippled ships or adding the "finishing" blow to a ship that other teammates are pounding on.
 +* Outstanding anti-aircraft suite that will absolutely punish equal and lower-tiered aircraft. Paired with unlimited uses of the {{Defensive AA Fire}} consumable, enemy planes risk suicide coming near an ''Atlanta''.
 +* Addition of {{Surveillance Radar}} to her available consumables makes her deadly to enemy destroyers.
 + 
 +|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
 +* Non-existent armor; doesn't handle damage well. Tends to wind up with lots of disabled modules if she gets hit by something solid.
 +* Small health pool, as befitting a light cruiser.
 +* Torpedoes are very short range.
 +* Main battery has only 11.1km range.
 +* Shell velocities make landing hits at long range against fast or maneuvering targets very difficult.
 +* Low survivability. Even the best captain can't avoid every solid hit and ''Atlanta'' crumples if anything above 12 inches rakes it.
 +* Extremely vulnerable to torpedo hits. A surprise or short range shot from a destroyer that wasn't picked up will put a big hurt on ''Atlanta''.
   
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?Anything that increases your situational awareness. Detected, Incoming, Torp Warning, etc. Avoiding hits is the key (sounds obvious, because nobody wants to get hit, but this thing might as well be made of tissue paper if a couple of BB rounds find you.)+As a premium ship, ''Atlanta'' doesn't have any upgrades to research.
  
?|Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->+{{Block| i | content='''Tactical Advice:''' Stick with HE most of the time, she'll do more damage in the long run that way. Don't go toe to toe with anyone unless forced into it. Even some destroyers outrange and outgun her. Keep her speed up at all times and move, move, move. Twist, turn, vary her speed; anything to throw the enemy's aim off. This ship is a knife fighter and she is best used like a shotgun. Fast, messy, quick hit and run close quarters combat. If she finds herself at the front of the pack staring down a couple of ships, she's probably going to get hammered. Practice predicting the "arc" of the shells. This ship has a ridiculously high rate of fire but at anything beyond 4-5km the shells come in at such an extreme angle that she's literally "raining" or "walking" shells across her target. If she ends up going one-on-one with someone and they can concentrate on what her arc of fire is doing even a large slow ship has a decent chance to evade most of the impacts. Focus on ships already under attack by allies, add her firepower to the carnage. The most rewarding tactic using the Atlanta, is staying behind cover and using your outstandingly high shell arcs to harass the enemy with HE Rounds.}}
?*Experience-making machine if utilized with all the bonus modifiers, camo upgrades, etc.+
?*Huge rate of fire. Can generally get between 4 and 7 of the twin guns on target which gives you a ROF of 80 to 140 rounds per MINUTE.+
?*Fast, agile, responsive. Can get into the fight fast, can get out fast.+
?*If you see the shots coming your way can generally avoid them.+
?*Rewards a driver that thinks like a destroyer captain. This is a support (light) cruiser not a brawler.+
?*This ship can harass the enemy all day long. In and out, land shells and you're gone. Enemies will go nuts chasing you seeing the low HP and working for an "easy" kill. +
?*Excellent for picking off cripples or adding the "finishing" blow to a ship that your team is pounding on. While the enemy is trying to target a heavier light cruiser or battleship that is pumping shells at them every 15 or 30 seconds, you can rake the distracted boat with enough shells to really put the hurt on them.+
?*Outstanding anti-aircraft suite that will absolutely punish equal and lower-tiered aircraft. Paired with unlimited uses of the [[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire]] consumable, enemy planes risk suicide coming near an ''Atlanta''.+
?*Addition of [[Ship:Consumables#Surveillance_Radar|Surveillance Radar]] to her available consumables makes her deadly to enemy destroyers.+
  
?|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->+|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
?*Lightweight, doesn't handle damage well. Tends to wind up with lots of disabled modules if you get hit by something solid.+ 
?*Low health pool, as befitting a light cruiser.+|Upgrades=<!-- write text about best upgrades below -->
?*Puny 5-inch guns with only 11.1km range. It's all about volume; be prepared to hear nasty comments about "spamming" your targets, which is just sour grapes as they try to figure out what just happened to them as they burn to the waterline.+* '''Slot 1''': {{Main Armaments Modification 1}} ''{{#var:ship_name}}'' lives and dies by her weaponry, this upgrade will keep them in the fight longer.
?*Torpedoes are very short range. You need to be in REALLY close to use them.+* '''Slot 2''': {{Damage Control System Modification 1}} fires can be deadly for ''{{#var:ship_name}}'', so take this to keep the chance of fires lower.
?*You are likely to die frequently in this ship. Even the best driver can't avoid every solid hit and she will crumple if anything above 12 inches rakes it. Don't buy this ship if you place a high value on surviving every battle.+* '''Slot 3''': {{AA Guns Modification 1}} or {{Aiming Systems Modification 1}}, as ''{{#var:ship_name}}'' no longer have medium ranged AA after update 0.8.0,{{ AA Guns Modification 1}} is of limited value.
?*Extremely vulnerable to torpedo hits. Again, if you can see them coming in you have a 80% plus chance to evade. A surprise or short range shot from a destroyer you didn't pick up will put a big hurt on ''Atlanta''.+* '''Slot 4''': {{Steering Gears Modification 2}} ''{{#var:ship_name}}''is a fragile ship, and needs to duck and weave to stay alive, a faster rudder shift can help with dodging incoming shell fire.
 + 
 +|CommanderSkills=<!-- write text about best set of Commander Skills below -->
 +The following information is provided for players who wish to create a permanent captain for the ship. Those players who are retraining captains or using the ship to gain extra experience for a captain should consult the page relevant to the ship to which the captain will be assigned.
 + 
 +{{Commander Skills
 +| Priority Target = 2
 +| Preventative Maintenance = 3
 +| Expert Loader =
 +| Aircraft Servicing Expert =
 +| Direction Center for Catapult Aircraft =
 +| Dogfighting Expert =
 +| Incoming Fire Alert = 2
 +| Evasive Maneuver =
 + 
 +| High Alert = 2
 +| Jack of All Trades = 2
 +| Expert Marksman =
 +| Torpedo Acceleration =
 +| Smoke Screen Expert =
 +| Expert Rear Gunner =
 +| Adrenaline Rush = 3
 +| Last Stand = 1
 + 
 +| Survivability Expert = 2
 +| Basics of Survivability = 1
 +| Torpedo Armament Expertise = 1
 +| Emergency Takeoff =
 +| Basic Firing Training = 3
 +| Superintendent = 3
 +| Demolition Expert = 3
 +| Vigilance = 2
 + 
 +| Manual Fire Control for Secondary Armament =
 +| Fire Prevention = 1
 +| Inertia Fuse for HE Shells = 3
 +| Air Supremacy =
 +| Advanced Firing Training = 3
 +| Manual Fire Control for AA Armament = 3
 +| Radio Position Finding = 2
 +| Concealment Expert = 3
 +}}
 + 
 + 
 +|Consumables=<!-- write text about selection of Consumables below -->
 + 
 +''{{#var:ship_name}}'' can equip the following consumables:
 +* '''Slot 1:''' {{Damage Control Party}}
 +* '''Slot 2:''' {{Defensive AA Fire}} or {{Hydroacoustic Search}}
 +* '''Slot 3:''' {{Surveillance Radar}}
 + 
 +The Defensive AA Fire consumable has unlimited charges.
 + 
 + 
 +|Camouflage=<!-- write text about useful camouflage below -->
 +As a premium ship, ''Atlanta'' comes included with [[Ship:Camouflage#Premium_Camouflage|Type 10 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.
 + 
 +|Signals=<!-- write text about best set of signals below -->
 + 
 + 
 + 
 +|Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery>
 + 
 +</gallery>
 +|History=<!-- write text below -->
 +===History===
 + 
 +====Design====
 +The ''Atlanta''-class light cruisers were born out of a requirement by the US Navy for a class of scout cruisers that could also be destroyer flotilla leaders. As such, the 8,000 ton displacement limitation by the 1936 London Naval Treaty seemed ideal; what was needed was a small, fast ship armed with light-caliber weapons to fend off enemy destroyers. Although the final configuration was indeed capable of this intended role, by the onset of the Second World War in the Pacific, ''Atlanta''-class cruisers took on a more prominent duty: that of anti-aircraft escorts, as they had the perfect set of tools for the job.
 + 
 +Originally it was proposed to arm the class with a combination of 6-inch and 5-inch rifles, but designers quickly realized that a mixed battery loadout was not ideal for such a small hull. With the development of the intended 6-inch mounts delayed, it was decided to use the readily available 5-inch/38 rifles. Final plans for ''Atlanta'' mounted sixteen (16) of them, in eight (8) twin barreled, dual-purpose turrets: three forward, three aft, and two in "waist" positions, all controlled by two Mark 37 directors with Mark 4 "FD" fire control radar. In conjunction with the new “Variable Time” proximity fuse shells, the lethality of the main armament in anti-aircraft warfare soon became apparent. Supplementary to this newfound primary role, by 1942 the original AA armament of 1.1-inch guns and .50 caliber machine guns were replaced by the more reliable Oerlikon 20mm — and later, the Bofors 40mm — auto-cannons as they came available. USS ''Atlanta'' herself, however, was never fitted with the 40mm guns.
 + 
 +Designed as scouts, ''Atlanta''-class ships were outfitted with 585 tons of armor at the heaviest. This was distributed as 3.5 inches (89 mm) of belt and bulkhead armor, 1.25 inches (32 mm) of deck and turret armor, and 2.5 inches (63 mm) of armor on the conning tower. The designers initially proposed for a top speed of above 40 knots, but considering the weight of armor and artillery, the design speed was decreased to a more realistic 33 knots. ''Atlanta''s were also fitted with four high-pressure boilers linked to two geared turbines that produced a total of 75,000 shaft horsepower. This gave the class good sea legs, producing adequate speeds and decent range.
  
?|Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery>+Unique to the ''Atlanta''-class — amongst American cruisers, anyway — was their array of antisubmarine equipment. They carried hull-mounted sonar in conjunction with two depth charge racks and six throwers, giving them the ability to confront enemy submarines. In practice, though, the cruisers were not agile enough to effectively combat submarines. Another novelty uncommon on US Navy cruisers of the era: they were equipped with torpedoes, mounting two quadruple-tube launchers just forward of the waist turrets.
  
?</gallery>|History=<!-- write text below -->+The class underwent modifications throughout World War II. Unsurprisingly, the number of AA mounts increased; by the late war era, the waist turrets were removed in favor of more 40mm Bofors guns. In order to mitigate the increased weight, gear deemed unnecessary — such as the ASW equipment and torpedoes — were removed completely. The old electronic suite of radars and directors were replaced by more modern variants. One relatively unique alteration was the redesign of the closed-roofed bridges to an open-top version; the previous design inhibited efficient command of the AA guns against air attack.
?The ''Atlanta''-class cruisers were eight United States Navy light cruisers originally designed as fast scout cruisers or flotilla leaders, but later proved to be effective anti-aircraft cruisers during World War II. They were also known as the ''Atlanta-Oakland'' class. ''Oakland'' and later ships had slightly different armament as they were further optimized for anti-aircraft fire. With eight (8) dual 5 inch/38 caliber (127 mm) gun mounts (8 × 2 5-inch guns), the first run of ''Atlanta''-class cruisers had by far the heaviest anti-aircraft armament of any cruiser of World War II.+
  
?Two ships of this class were sunk in action: ''Atlanta'' and ''Juneau'', both at the Naval Battle of Guadalcanal. The other six were deactivated shortly after the war and were scrapped in the 1960s.+USS ''Atlanta'' (CL-51) was the lead ship of her class, built by Federal Shipbuilding and Dry Docks Co. in Kearny, New Jersey. Laid down in 22 April 1940, she was launched 6 September 1941.
  
?|HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery>+===Historical Inaccuracies===
?File:USS Atlanta (1941).jpg|USS ''Atlanta'' (CL-51)+* ''Atlanta'''s historical Measure 12 (modified) camouflage scheme is missing. Her hull was painted solid Navy Blue, while her upperworks wore the mottled pattern of Ocean Gray and Haze Gray. She was sunk while wearing this scheme.
 +* Premium camouflage resembles the Measure 32/22D scheme, which was applied to surviving ''Atlanta''-class cruisers in 1944; ''Atlanta'' was sunk in November 1942.
  
?</gallery>|Video=<!-- put below video clips with using template VideoYT. You can use html-tags for formatting. -->+|HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery>
 +File:USS Atlanta (1941).jpg|USS ''Atlanta'' (CL-51).
 +</gallery>
  
 +|Video=<!-- put below video clips with using template VideoYT. You can use html-tags for formatting. -->
 +{{VideoYT|zw5g5fz3eTQ}}
 |Ref= <!-- write below --> |Ref= <!-- write below -->
  
 }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE -->

Revision as of 10:30, 17 May 2019

Atlanta
Atlanta_wows_main.jpg
Cruiser | U.S.A. | Tier VII
Tech Tree Position
Atlanta_icon_small.png
General
Purchase priceSpecial Doubloons
Hit Points27,500 
Main Battery
127 mm/38 Mk.12 on a Mk.29 mount8 х 2 pcs.
Rate of Fire12.5 shots/min.
Reload Time4.8 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Firing Range13.34 km.
Maximum Dispersion115 m.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity792 m./s.
HE Shell Weight24.5 kg.
AP Shell127 mm AP/SC Mk38 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity792 m./s.
AP Shell Weight25 kg.
Torpedo Tubes
533 mm Quad2 х 4 pcs.
Rate of Fire0.61 shots/min.
Reload Time98 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk15 mod. 3 
Maximum Damage16,633 
Torpedo Speed65 knot
Torpedo Range4.5 km.
AA Defense
127 mm/38 Mk.12 on a Mk.29 mount8 х 2 pcs.
. . . Average Damage per Second132.8 
. . . Firing Range5.01 km.
28 mm Mk.1 on a Mk.2 mount4 х 4 pcs.
. . . Average Damage per Second9.2 
. . . Firing Range2.4 km.
20 mm Oerlikon on a Mk.4 mount8 х 1 pcs.
. . . Average Damage per Second28.8 
. . . Firing Range2.01 km.
Maneuverability
Maximum Speed32.5 knot
Turning Circle Radius610 m.
Rudder Shift Time8.4 sec.
Concealment
Surface Detectability Range10.66 km.
Air Detectability Range6.44 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VII
Ship_PASC006_Atlanta_1942.png
Special

Atlanta — American special premium Tier VII cruiser.

A relatively small ship for her type featuring powerful AA armament and designed for use in joint operations with destroyers. The ship carried torpedo tubes and numerous dual-purpose rapid-fire artillery.

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)
127 mm/38 Mk.12 on a Mk.29 mount12.57.21151,80052,100 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)
Atlanta27,500108988/4/82 00
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)
Mk15 mod. 30.6987.216,633654.5 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk7 mod. 10 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 75,000 hp32.5 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Surveillance Radar Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Depth Charges Modification 1

Player Opinion

Performance

Atlanta is a Tier VII American cruiser that plays like a "tweener"; she can be used as a slightly under-gunned light cruiser, or she can be played as "heavy" destroyer.

Success in game depends on finding the sweet spot between the two. At 27,500 HP and a good chance that one of the heavyweights on the enemy team will hit critical areas if given a clean shot, it's best to weave through friendly traffic, get in close (the 5-inch main guns have a range of a touch over 11km) and spray whatever target is a priority with HE rounds. She'll do far more damage with fire than she will with actual shell impacts. AP rounds are highly situational with this ship as they will only penetrate broadside targets at point-blank range (less than 5km); however, they can be utterly devastating if her captain knows when to use them.

Atlanta - and her sister ship, Flint - are unique in the game in that they have unlimited charges of the Defensive AA Fire consumable. When coupled with her excellent anti-aircraft armament, she utterly shreds enemy planes. As of patch 0.5.9.0, Atlanta has also been given access to the Surveillance Radar consumable, making her an even bigger threat to enemy destroyers.


Pros:

  • Experience-making machine if utilized with all the bonus modifiers, camo upgrades, etc.
  • Ridiculous rate of fire. Can generally get between four and seven of the turrets on target, which results in a rate-of-fire of 80 to 140 rounds per minute.
  • Enormously high shell arcs make it easy to shoot over almost any island.
  • Fast, agile, responsive. Can get into the fight fast, can get out fast.
  • Incoming shots can generally be avoided.
  • Rewards a driver that thinks like a destroyer captain. Atlanta is a support (light) cruiser not a brawler.
  • Excellent for picking off crippled ships or adding the "finishing" blow to a ship that other teammates are pounding on.
  • Outstanding anti-aircraft suite that will absolutely punish equal and lower-tiered aircraft. Paired with unlimited uses of the Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable, enemy planes risk suicide coming near an Atlanta.
  • Addition of Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. to her available consumables makes her deadly to enemy destroyers.

Cons:

  • Non-existent armor; doesn't handle damage well. Tends to wind up with lots of disabled modules if she gets hit by something solid.
  • Small health pool, as befitting a light cruiser.
  • Torpedoes are very short range.
  • Main battery has only 11.1km range.
  • Shell velocities make landing hits at long range against fast or maneuvering targets very difficult.
  • Low survivability. Even the best captain can't avoid every solid hit and Atlanta crumples if anything above 12 inches rakes it.
  • Extremely vulnerable to torpedo hits. A surprise or short range shot from a destroyer that wasn't picked up will put a big hurt on Atlanta.

Research

As a premium ship, Atlanta doesn't have any upgrades to research.

Tactical Advice: Stick with HE most of the time, she'll do more damage in the long run that way. Don't go toe to toe with anyone unless forced into it. Even some destroyers outrange and outgun her. Keep her speed up at all times and move, move, move. Twist, turn, vary her speed; anything to throw the enemy's aim off. This ship is a knife fighter and she is best used like a shotgun. Fast, messy, quick hit and run close quarters combat. If she finds herself at the front of the pack staring down a couple of ships, she's probably going to get hammered. Practice predicting the "arc" of the shells. This ship has a ridiculously high rate of fire but at anything beyond 4-5km the shells come in at such an extreme angle that she's literally "raining" or "walking" shells across her target. If she ends up going one-on-one with someone and they can concentrate on what her arc of fire is doing even a large slow ship has a decent chance to evade most of the impacts. Focus on ships already under attack by allies, add her firepower to the carnage. The most rewarding tactic using the Atlanta, is staying behind cover and using your outstandingly high shell arcs to harass the enemy with HE Rounds.

Optimal Configuration

Upgrades

Commander Skills

The following information is provided for players who wish to create a permanent captain for the ship. Those players who are retraining captains or using the ship to gain extra experience for a captain should consult the page relevant to the ship to which the captain will be assigned.

Consumables

Atlanta can equip the following consumables:

The Defensive AA Fire consumable has unlimited charges.

Camouflage

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

Gallery

Historical Info

Historical Gallery

Video


Ships of U.S.A.
Destroyers  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • V HillDoubloons • VI Farragut • VI MonaghanDoubloons • VII Mahan • VII SimsDoubloons • VII Sims BDoubloons • VIII Benson • VIII KiddDoubloons • IX Fletcher • IX BenhamDoubloons • IX HalfordDoubloons • IX Black BDoubloons • IX BlackDoubloons • X Gearing • X SomersDoubloons • X Forrest ShermanDoubloons •  Joshua Humphreys 
Cruisers  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Battleships  III South Carolina • IV Wyoming • IV Arkansas BetaDoubloons • V New York • V OklahomaDoubloons • V TexasDoubloons • VI New Mexico • VI ArizonaDoubloons • VI W. Virginia '41Doubloons • VII Colorado • VII FloridaDoubloons • VII West Virginia '44Doubloons • VII CaliforniaDoubloons • VIII North Carolina • VIII Kansas • VIII Nebraska • VIII AlabamaDoubloons • VIII MassachusettsDoubloons • VIII Alabama VLDoubloons • VIII ConstellationDoubloons • VIII Massachusetts BDoubloons • VIII Alabama STDoubloons • VIII North Carolina CLRDoubloons • IX Iowa • IX Minnesota • IX Delaware • IX MissouriDoubloons • IX KearsargeDoubloons • IX IllinoisDoubloons • IX Kearsarge BDoubloons • IX GeorgiaDoubloons • X Montana • X Vermont • X Louisiana • X OhioDoubloons • X Rhode Island • X Wisconsin •  Maine 
Aircraft Carriers  IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • VIII HornetDoubloons • VIII Saipan BDoubloons • X Essex • X Midway • X Franklin D. RooseveltDoubloons •  United States
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VI Orion '44Doubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X Monmouth • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X Defence •  Edgar 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VI DupleixDoubloons • VI MontcalmDoubloons • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • IX Saint-Louis • IX Brest • IX CarnotDoubloons • X Henri IV • X Marseille • X ColbertDoubloons •  Condé 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • III AL AvroraDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VII Lazo BDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk B • X SmolenskDoubloons • X SevastopolDoubloons • X Kommissar •  Novosibirsk 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín