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Neptune

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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 light cruiser design created on the basis of experience obtained during World War II. In comparison to previous classes of Royal Navy ships, she had greater dimensions, dual-purpose main guns, and reinforced anti-aircraft and torpedo armament.<br><br><!-- {{Model3DViewer|d70e5428fc4d418593b7be278796a333}}-->
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?''Neptune'' represents the pinnacle of evolution for the Royal Navy's twelve-gun cruisers and is the last ship in the British cruiser line to sport the triple-barreled, quadruple turret configuration that captains of ''[[Fiji]]'' and ''[[Edinburgh]]'' are well-acquainted with by this point. +''Neptune'' represents the pinnacle of evolution for the Royal Navy's twelve-gun cruisers and is the last ship in the British cruiser line to sport the triple-barreled, quadruple turret configuration that captains of ''[[Fiji]]'' and ''[[Edinburgh]]'' are well-acquainted with by this point.
  
?Luckily for veterans of the line, ''Neptune'' improves upon ''Edinburgh'' in most respects. She upgrades from the Mk XXIII 152mm rifle of her immediate predecessors to the Mk XXV, improving her main battery reload time by a third and dropping it to 5.0 seconds. The range of her fancy new guns is a respectable 16.5 km when fully upgraded; they do lose some initial shell velocity, but it's barely noticeable and translates to only an extra 0.25 seconds of flight time at maximum range. ''Neptune''’s anti-aircraft suite is one of the most punishing in the game — especially with a commander who has the Level 4 skill Manual Fire Control for AA Armament — as her new Mk XXV main battery guns also function as dual-purpose guns and provide a significant contribution to her AA. Her stock torpedoes have a 10.0 km range, and she has a lot of them: two quadruple-tube launchers per side. +The main improvement from ''Edinburgh'' to ''{{#var:ship_name}}'' is a vast increase in firepower. She upgrades from the Mk XXIII 152mm rifle of her immediate predecessors to the Mk XXV, which — with a base reload time of just 5.0 seconds — represents full 50% boost in her rate-of-fire (70% with the appropriate upgrade). The traverse rate sees a noticeable improvement. The range is improved as well, though the shells still lose velocity quickly, making it a challenge to hit anything smaller than a battleship at long range.
  
?She retains both ''Edinburgh''’s greatly improved [[Ship:Consumables#Repair Party|Repair Party]] and access to [[Ship:Consumables#Surveillance Radar|Surveillance Radar]], but her detection range is notably higher; indeed, ''Neptune'' has the highest detection radius of all British cruisers. While this impairs her ability to close with and actively hunt enemy destroyers, it isn't a serious handicap as long as her commander has the Concealment Expert skill. +Other aspects of ''{{#var:ship_name}}''’s firepower are greatly improved as well. She carries two quadruple-tube torpedo launchers per side, allowing her to devastate unwary ships that attempt to pursue her, sit in smoke, or come around islands. Finally, ''{{#var:ship_name}}''’s anti-aircraft suite is one of the most punishing in the game — especially with a commander who has the Level 4 skill Manual Fire Control for AA Armament — as her new Mk XXV main battery guns also function as dual-purpose guns and provide a significant contribution to her AA.
  
?On the downside, she has slightly less armor protection than ''Edinburgh'', so ''Neptune'' captains under fire from battleships or caught broadside to enemy cruisers with armor-piercing rounds loaded should expect to be punished severely. Her weak protection makes the decision between equipping Surveillance Radar and [[Ship:Consumables#Smoke Generator|Smoke Generator]] a challenging one. Her maneuverability is also comparable to ''Edinburgh'' — her turning radius and rudder shift time are very similar — but ''Neptune'' is a bulkier, longer ship and will have a difficult time evading incoming rounds. +She retains both ''Edinburgh''’s greatly improved {{Repair Party}} and access to {{Surveillance Radar}}, but her detection range is notably higher; indeed, ''{{#var:ship_name}}'' has the highest detection radius of all British cruisers. While this impairs her ability to close with and actively hunt enemy destroyers, it isn't a serious handicap as long as her commander has the Concealment Expert skill.
  
?''Neptune'' is capable of performing well as long as her captain keeps her guns pumping rounds at enemy cruisers and destroyers and keeps her far away from enemy battleships. +On the downside, she has slightly less armor protection than ''Edinburgh'', but — more worryingly — a much higher citadel. A ''{{#var:ship_name}}'' exposed with her broadside to enemy cruisers with armor-piercing rounds loaded — or battleships at any angle — can expect to take heavy damage if not wiped off the map in short order. To make matters worse, she is larger and responds more sluggishly than ''Edinburgh'', making it more difficult to dodge enemy fire. Combined, these make it much harder to give up {{Smoke Generator}} for Surveillance Radar.
 + 
 +''{{#var:ship_name}}'' is capable of performing well as long as her captain keeps her guns pumping rounds at enemy cruisers and destroyers and keeps her highly vulnerable citadel hidden away from enemy battleships and heavy 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. -->
 * Outstanding main battery armament: her twelve 152mm rifles have an excellent rate of fire and turret traverse time, as well as contributing to her anti-aircraft defenses. * Outstanding main battery armament: her twelve 152mm rifles have an excellent rate of fire and turret traverse time, as well as contributing to her anti-aircraft defenses.
 * Lots of long range torpedoes (10.0 km) with better reload times than most other torpedo-armed cruisers at her tier. * Lots of long range torpedoes (10.0 km) with better reload times than most other torpedo-armed cruisers at her tier.
?* First-rate anti-aircraft suite; wrecks planes if her commander has the [[Crew_(WoWS)#4th_Row_Skills|Manual Fire Control for AA Armament]] skill.+* First-rate anti-aircraft suite; wrecks planes if her commander has the Manual Fire Control for AA Armament skill.
?* Has access to an enhanced version of [[Ship:Consumables#Repair Party|Repair Party]] that allows her to regenerate large amounts health.+* Has access to an enhanced version of {{Repair Party}} that allows her to regenerate large amounts health.
 * Can equip either Smoke Generator or Surveillance Radar. * Can equip either Smoke Generator or Surveillance Radar.
  
 |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. -->
?* Large detection radius. Concealment Expert and [[Ship:Upgrades#Tier_VIII.2B_Equipment_.28Slot_6.29|Concealment System Modification 1]] are virtually required to play ''Neptune'' to her fullest.+* Large detection radius. Even though Concealment Expert and {{Concealment System Modification 1}} are virtually required to play ''Neptune'' to her fullest, she still has large concealment.
?* Very weak armor; she can bounce 152mm rounds at certain angles, but will be easily penetrated by shells larger than that.+* Very weak armor; she can bounce 228mm rounds at certain angles, but will be easily penetrated by shells of a larger caliber.
?* Citadel rides quite high above the waterline.+* Huge citadel that rides quite high above the waterline; can be a shock to new players.
 +* Very high shell arcs, making it difficult to hit targets at long ranges.
 +* Somewhat sluggish due to her large size and 710m turning circle.
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
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 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
?Unlike ''[[Edinburgh]]'', ''Neptune'' can't get her detection radius low enough to match her [[Ship:Consumables#Surveillance Radar|Surveillance Radar]] range. She's still best when fully rigged for stealth; the question becomes how many points her captain is willing to sink into her anti-aircraft suite.+Unlike ''[[Edinburgh]]'', ''Neptune'' can't get her detection radius low enough to match her {{Surveillance Radar}} range. She's still best when fully rigged for stealth; the question becomes how many points her captain is willing to sink into her anti-aircraft suite.
  
 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
?''Neptune'' really only has two upgrades that could be considered captain's choice: [[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Upgrade Slot 2]] and [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_3.29|Upgrade Slot 3]]. Nearly every other slot will likely be filled with an obvious choice — such as Main Armaments Modification 1 in [[Ship:Upgrades#Tier_I.2B_Equipment_.28Slot_1.29|Upgrade Slot 1]] — or a required one, like Concealment Systems Modification 1 in [[Ship:Upgrades#Tier_VIII.2B_Equipment_.28Slot_6.29|Upgrade Slot 6]]. Damage Control System Modification 1 is the recommended pick for [[Ship:Upgrades#Tier_III.2B_Equipment_.28Slot_4.29|Upgrade Slot 4]], and Steering Gears Modification 2 is the best choice for [[Ship:Upgrades#Tier_VI.2B_Equipment_.28Slot_5.29|Upgrade Slot 5]].+The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
 +*'''Slot 1''': {{Main Armaments Modification 1}}<nowiki>*</nowiki>
 +*'''Slot 2''': {{Damage Control System Modification 1}}
 +*'''Slot 3''': {{Aiming Systems Modification 1}}<nowiki>*</nowiki>
 +*'''Slot 4''': {{Steering Gears Modification 2}}
 +*'''Slot 5''': {{Concealment System Modification 1}}
 +*'''Slot 6''': {{Main Battery Modification 3}}<nowiki>*</nowiki>
  
?'''Anti-Aircraft Build:''' As good as ''Neptune''’s anti-aircraft armament is, she doesn't have access to the [[Ship:Consumables#Defensive AA Fire|Defensive AA Fire]] consumable. With the right set of skills and upgrades, however, captains will barely notice. Her air detection range drops to 7.2 km at maximum stealth, while her anti-aircraft guns can be pushed to a maximum range of 8.6 km by equipping AA Guns Modification 2 in [[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Upgrade Slot 2]] and taking Advanced Firing Training on her commander. While this sounds advantageous, ''Neptune'' cannot detect planes on her own at that range, making stacking the range upgrades less than optimal. Rather than Advanced Firing Training, captains wishing to max out their ''Neptune''’s AA capabilities should keep AA Guns Modification 2, then invest in Manual Fire Control for AA Armament as a Level 4 commander skill and combine it with AA Guns Modification 3 in [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_3.29|Upgrade Slot 3]]. This mix of upgrades and skills gives ''Neptune'' one of the most punishing AA bubbles available to any ship in the game — even without Defensive AA Fire — and optimizes it so that her AA bubble matches her air detection radius.+'''Upgrade Slot 1''' allows players to mount one of two viable options. '''Main Armaments Modification 1''' is a generally viable choice, but players wishing to specialize for anti-aircraft duties should mount {{Auxiliary Armaments Modification 1}}.
  
?'''Generalist Build:''' Captains who are less concerned about filling an air defense role with their ''Neptune'' are better off equipping Aiming Systems Modification 1 in [[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Upgrade Slot 2]] and Main Battery Modification 3 in [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_3.29|Upgrade Slot 3]]. +'''Upgrade Slot 3''' offers choices for specialization in different roles. '''Aiming Systems Modification 1''' should be equipped for ship-to-ship combat. {{AA Guns Modification 1}} should be mounted when specializing for AA duties.
 + 
 +'''Upgrade Slot 6''' provides choices for increased effectiveness of desired specializations. '''Main Battery Modification 3''' reduces main battery reload time, which benefits ''{{#var:ship_name}}'' in engagements with enemy ships. With the appropriate commander skills and upgrades, {{Auxiliary Armaments Modification 2}} is an easy choice for additional specialization in AA duties, making carrier players rethink their decision to send their planes into the airspace above ''{{#var:ship_name}}''.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
 '''Anti-Aircraft Build:''' Priority Target at Level 1, Expert Marksman at Level 2, Superintendent at Level 3, and Manual Fire Control for AA Armament at Level 4. Concealment Expert should be taken ASAP (either with the 10th point or the 14th). After that, invest points in Basic Firing Training, Adrenaline Rush, Smoke Screen Expert, Jack of All Trades, or Radio Position Finding. '''Anti-Aircraft Build:''' Priority Target at Level 1, Expert Marksman at Level 2, Superintendent at Level 3, and Manual Fire Control for AA Armament at Level 4. Concealment Expert should be taken ASAP (either with the 10th point or the 14th). After that, invest points in Basic Firing Training, Adrenaline Rush, Smoke Screen Expert, Jack of All Trades, or Radio Position Finding.
? 
?{{block|i|content=''Neptune'' is the only ship in the game that has both an outer and middle AA ring eligible for the bonus from Manual Fire Control for AA Armament.}} 
  
 '''Generalist Build:''' Priority Target at Level 1, Expert Marksman at Level 2, Superintendent at Level 3, and Concealment Expert at Level 4. Other strong skills worth considering after that include: Adrenaline Rush, Smoke Screen Expert, Radio Position Finding, or Jack of All Trades. '''Generalist Build:''' Priority Target at Level 1, Expert Marksman at Level 2, Superintendent at Level 3, and Concealment Expert at Level 4. Other strong skills worth considering after that include: Adrenaline Rush, Smoke Screen Expert, Radio Position Finding, or Jack of All Trades.
  
?|CommanderSkills=<!-- write text about best set of Commander Skills below -->+{{Commander Skills 2
 +<!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. -->
 +| rating11 = 3 <!-- Priority Target -->
 +| rating12 = 1 <!-- Preventive Maint -->
 +| rating13 = <!-- Expert Loader -->
 +| rating14 = 0 <!-- Air Supremacy -->
 +| rating15 = 0 <!-- Direction Center for Fighters -->
 +| rating16 = 0 <!-- Improved Engine Boost -->
 +| rating17 = <!-- Incoming Fire Alert -->
 +| rating18 = 0 <!-- Last Gasp -->
  
?{{Commander Skills+| rating21 = <!-- High Alert -->
?| Priority Target = 3+| rating22 = <!-- Jack of All Trades -->
?| Preventative Maintenance = 1+| rating23 = 1 <!-- Expert Marksman -->
?| Expert Loader = +| rating24 = <!-- Torpedo Acceleration -->
?| Aircraft Servicing Expert = +| rating25 = 1 <!-- Smoke Screen Expert -->
?| Direction Center for Catapult Aircraft = +| rating26 = 0 <!-- Improved Engines -->
?| Dogfighting Expert = +| rating27 = 3 <!-- Adrenaline Rush -->
?| Incoming Fire Alert = 1+| rating28 = <!-- Last Stand -->
?| Evasive Maneuver = +
  
?| High Alert = 1+| rating31 = <!-- Basics of Survivability -->
?| Jack of All Trades = 2+| rating32 = 1 <!-- Survivability Expert-->
?| Expert Marksman = 3+| rating33 = <!-- Torpedo Armament Expertise-->
?| Torpedo Acceleration = 1+| rating34 = 0 <!-- Aircraft Armor -->
?| Smoke Screen Expert = 3+| rating35 = 2 <!-- Basic Firing Training -->
?| Expert Rear Gunner = +| rating36 = 3 <!-- Superintendent -->
?| Adrenaline Rush = 3+| rating37 = <!-- Demolition Expert -->
?| Last Stand = 1+| rating38 = 1 <!-- Vigilance -->
  
?| Survivability Expert = 2+| rating41 = <!-- Manual Fire Control for Secondary Armament -->
?| Basics of Survivability = 1+| rating42 = <!-- Fire Prevention -->
?| Torpedo Armament Expertise = 1+| rating43 = <!-- Inertia Fuse for HE Shells -->
?| Emergency Takeoff = +| rating44 = 0 <!-- Sight Stabilization -->
?| Basic Firing Training = +| rating45 = 3 <!-- Advanced Firing Training -->
?| Superintendent = 3+| rating46 = <!-- Massive AA Fire -->
?| Demolition Expert = +| rating47 = 2 <!-- Radio Position Finding -->
?| Vigilance = 2+| rating48 = 3 <!-- Concealment Expert -->
? +
?| Manual Fire Control for Secondary Armament = +
?| Fire Prevention = +
?| Inertia Fuse for HE Shells = +
?| Air Supremacy = +
?| Advanced Firing Training = +
?| Manual Fire Control for AA Armament = 2+
?| Radio Position Finding = 2+
?| Concealment Expert = 3+
 }} }}
? 
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?Players can equip the following [[Ship:Consumables|consumables]] on this cruiser: [[Ship:Consumables#Damage_Control_Party|Damage Control Party]], [[Ship:Consumables#Repair_Party|Repair Party]], [[Ship:Consumables#Hydroacoustic_Search|Hydroacoustic Search]], and a choice between [[Ship:Consumables#Smoke_Generator|Smoke Generator]] or [[Ship:Consumables#Surveillance Radar|Surveillance Radar]].+''{{#var:ship_name}}'' can equip the following consumables:
? +* '''Slot 1:''' {{Damage Control Party}}
?Regardless of how her upgrades and commander skills are organized, ''Neptune'' lives and dies by intelligent usage of her available consumables. Premium versions are recommended of ALL consumables, but priority should be given to Repair Party II, Hydroacoustic Search, and Smoke Generator II which directly impact her survivability. +* '''Slot 2:''' {{Repair Party}}
 +* '''Slot 3:''' {{Hydroacoustic Search}}
 +* '''Slot 4:''' {{Smoke Generator}} '''or''' {{Surveillance Radar}}
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
 [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells. [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
  
?Players who wish to spend doubloons can equip ''Neptune'' with [[Ship:Camouflage#Permanent_Camouflage|Type 19 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 19 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=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?Captains who opted for the '''Anti-Aircraft Build''' recommended above are encouraged to equip a November Echo Setteseven [[Ship:Flags#Signals|signal]] in order to maximize ''Neptune''’s AA output. Regardless of configuration, India Delta and November Foxtrot signals are also recommended for use. +Captains who opted for the '''Anti-Aircraft Build''' recommended above are encouraged to equip a November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) signal in order to maximize ''{{#var:ship_name}}''’s AA output. Regardless of configuration, India Delta ({{India Delta|Size=18px}}) and November Foxtrot ({{November Foxtrot|Size=18px}}) signals are also recommended for use.
 + 
 +{{Signal Flags
 +| November Echo Setteseven = 3
 +| Mike Yankee Soxisix =
 +| India X-Ray =
 +| Juliet Whiskey Unaone =
 +| Victor Lima =
 +| Hotel Yankee =
 + 
 +| November Foxtrot = 3
 +| Sierra Mike = 3
 +| India Delta = 3
 +| Juliet Yankee Bissotwo =
 +| India Yankee =
 +| Juliet Charlie = 2
 + 
 +| Zulu =
 +| India Bravo Terrathree = 2
 +| Equal Speed Charlie London = 3
 +| Zulu Hotel =
 +| Papa Papa =
 + 
 +| Wyvern =
 +| Red Dragon = 2
 +| Dragon Flag =
 +| Ouroboros =
 +| Hydra =
 +| Basilisk =
 + 
 +| Leviathan =
 +| Scylla =
 +}}
  
 |Gallery=<!-- write below list of files with description (if necessary) separated with | --><gallery> |Gallery=<!-- write below list of files with description (if necessary) separated with | --><gallery>
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 |History=<!-- write text below --> |History=<!-- write text below -->
 +<div class="thumb tright">
 +{{AnnoWiki|content=
 +<h2>"Neptune Design Y", 1944</h2>
 +====Specifications====
 +:15,350 tons displacement, standard
 +:18,740 tons displacement, full load
 +:199.6m length
 +:23.2m beam
 +:7.6m draft, full load
 +----
 +====Machinery====
 +:4 Admiralty boilers
 +----
 +====Performance====
 +:33.0 knots at 108,000 shaft horsepower
 +:7,500nm at 20 knots
 +----
 +====Armor====
 +:Main belt: 102mm
 +:Bulkheads: 102mm
 +:Protective bulkheads in machinery spaces: 32mm
 +:Magazine bulkheads: 32mm
 +:Decks: 25mm
 +:Machinery & Steering Gear Deck: 38mm
 +:Turrets: 102mm face, 51mm sides, 51mm roof, 51mm rear
 +:Barbettes: 38mm
 +----
 +====Armament====
 +=====Main=====
 +:Twelve (4x3) 152mm /50 QF Mk.V guns
 +=====Secondary=====
 +:Twelve (6x2) 114mm /45 QF Mk.V guns
 +=====Anti Aircraft=====
 +:Twenty (10x2) 40mm /56.3 OQF Mk.VIII 'Bofors' guns
 +:Twenty-eight (14x2) 20mm /70 Mk. II 'Oerlikon' guns
 +=====Torpedoes=====
 +:Sixteen (4x4) 533mm torpedo tubes
 +}}</div>
 +[[File:Neptune_WoWS.png|none|frame|x400px|link=|Side and top down plan of "Design Y", or ''Neptune'' (as it was known later during it's development).]]
 +
 +This ship is not to be confused with the ''[[Leander]]''-class ''Neptune''; ''Neptune'' as it appears in World of Warships was also known as "Design Y" of the 1944 Cruiser Design.
 +
 +The 1944 New Construction Programme for the Royal Navy called for the building of five, later increased to six new cruisers. Originally, these were to be the design N2 cruiser from 1943, armed with eight 5.25-inch (133mm) guns. However, the new First Sea Lord (Admiral of the Fleet, Sir Andrew Cunningham) insisted upon the new cruisers being armed with at least 6-inch (152mm) guns, which required the development of a new more modern gun and mount.
 +
 +Initially decided to be a cruiser with low angle 6-inch guns, Design Y as it was in November 1944 was armed with the new triple Mk.XXV turret, allowing the new 6-inch/50 QF Mk.V guns to be used in an anti-aircraft role, with an elevation of 80°. This was alongside the dual purpose secondary armament of 6 twin 4.5-inch (114mm) turrets of new construction, and a lighter anti-aircraft suite of ten twin 40mm Bofors and fourteen twin 20mm Oerlikons. The twin 40mm Bofors would housed in the new 'Buster' (Bofors Universal Stabilized Tachymetric Electric Radar) mount, however this project was cancelled, echoing the fate of the cruisers they would have armed. The ship itself was very large, displacing 15,350t at a standard load, and having a compliment of 1,351 crew, being fitted out as a flagship.
 +
 +By 1946, although design work had progressed, and variations were offered, the Admiralty decided the '1944 cruiser', now known as the ''Neptune'' class was out of date, too expensive and too large, so the 1944 cruiser project was cancelled. The design for the new cruisers passed on to the ''[[Minotaur]]'' class.
  
?Not to be confused with the Leander-class Neptune, the Neptune as it appears in World of Warships was also known as Design Y of the 1944 Cruiser Design. +The six cruisers planned to be built were allocated the names ''Neptune, Bellerophon, Centurion, Edgar, Mars'' and ''Minotaur''. ''Bellerophon'' was to be built at the Vickers-Armstrong shipyard on the River Tyne, changing from the [https://en.wikipedia.org/wiki/Minotaur-class_cruiser_(1943) ''Minotaur''-class cruiser (''Tiger'' sub-class)] she was planned to be originally.
  
?[[File:Neptune_information_page_266.png]]+==== Historical Inaccuracies ====
?Information on the Neptune, from Norman Friedman's British Cruisers, Two World Wars and After page 266+* As designed, the ''Neptune'' class could have had raked tripod masts and funnels, or straight ones. However, in game, she has raked funnels with lattice masts which potentially could have been fitted as a revision to the design at a later date.
 +* The 'Buster' twin mount for the 40mm Bofors was cancelled, so in game hull (A) uses the RP50 Mk.V twin mount for the 40mm Bofors, and hull (B) uses the Mk.II 'STAAG'.
 +* Hull (A) uses 14 single 20mm Oerlikons instead of the 14 twin 20mm as designed.
 +* ''Neptune''’s top speed in game is 0.5 knots too high, 33.5 knots instead of 33.0 knots.
 +* The permanent camouflage of ''Neptune'' is roughly based on the camouflage carried by the ''[[Leander]]''-class cruiser ''Neptune'' in mid-1941.
  
?It should be noted that the in-game Neptune has a Lattice Mast design rather than the traditional tripod mast design shown below. 
  
?The class of ships, however, was cancelled after the war due to a lack of funding.+[[File:Neptune_information_page_266.png|none|frame|link=|Information on the Neptune, from Norman Friedman's "British Cruisers, Two World Wars and After", page 266.]]
  
 |HistoricalGallery= <gallery> |HistoricalGallery= <gallery>
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 |Ref= |Ref=
?* British Cruisers, Two world wars and after by Norman Friedman+# [https://en.wikipedia.org/wiki/Neptune-class_cruiser ''Neptune''-class cruiser - Wikipedia]
?* [https://www.navweaps.com/Weapons/WNBR_6-50_mkN5.php Information on the 6-inch guns that were to be mounted on the Minotaur, and were later mounted on the post-war Tiger-class cruisers]+# British Cruisers, Two world wars and after by Norman Friedman
?* [https://forum.worldofwarships.com/index.php?/topic/106549-design-name-of-the-tier-ix-cl-neptune/ Discussion on the origin of the designs of the Minotaur]+# [https://www.navweaps.com/Weapons/WNBR_6-50_mkN5.php Information on the 6-inch guns that were to be mounted on the Minotaur, and were later mounted on the post-war Tiger-class cruisers]
 +# [https://forum.worldofwarships.com/index.php?/topic/106549-design-name-of-the-tier-ix-cl-neptune/ Discussion on the origin of the designs of the Minotaur]
  
 }}<!-- 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 17:09, 4 June 2020

Neptune
Neptune_wows_main.jpg
Cruiser | U.K. | Tier IX
Tech Tree Position
Edinburgh
Arrow_down.png
Neptune_icon_small.png
Arrow_down.png
Minotaur
stock
 top
General
Research price173000 exp
Purchase price13,600,000 Credits
Hit Points39,900 
Main Battery
152 mm/50 BL Mk.XXIII on a Mk.XXV mount4 х 3 pcs.
Rate of Fire12.5 shots/min.
Reload Time4.8 sec.
Rotation Speed10 deg./sec.
180 Degree Turn Time18 sec.
Firing Range15.04 km.
Maximum Dispersion147 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP Mk V 
Maximum AP Shell Damage3,200 
Initial AP Shell Velocity768 m./s.
AP Shell Weight58.85 kg.
Secondary Armament #1
113 mm/45 QF Mk.V on an RP41 Mk.VI mount6 х 2 pcs.
Firing Range6.95 km.
Rate of Fire20 shots/min.
Reload Timesec.
HE Shell113 mm HE Mk XVI 
Maximum HE Shell Damage1,600 
Initial HE Shell Velocity746 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm QR Mk II4 х 4 pcs.
Rate of Fire0.63 shots/min.
Reload Time96 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IX** 
Maximum Damage15,533 
Torpedo Speed62 knot
Torpedo Range9.99 km.
AA Defense
152 mm/50 BL Mk.XXIII on a Mk.XXV mount4 х 3 pcs.
. . . Average Damage per Second86.4 
. . . Firing Rangekm.
113 mm/45 QF Mk.V on an RP41 Mk.VI mount6 х 2 pcs.
. . . Average Damage per Second106.8 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk.I on a Mk.IIA mount14 х 1 pcs.
. . . Average Damage per Second50.4 
. . . Firing Range2.01 km.
40 mm/56 OQF Mk.XI on a Mk.V mount10 х 2 pcs.
. . . Average Damage per Second123 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed33.5 knot
Turning Circle Radius790 m.
Rudder Shift Time15.1 sec.
Concealment
Surface Detectability Range12.76 km.
Air Detectability Range8.52 km.
Battle Levels
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Wows_anno_flag_uk.png
IX
Ship_PBSC109_Neptune.png
13,600,000

Neptune — British Tier IX cruiser.

A light cruiser design created on the basis of experience obtained during World War II. In comparison to previous classes of Royal Navy ships, she had greater dimensions, dual-purpose main guns, and reinforced anti-aircraft and torpedo armament.

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)
152 mm/50 BL Mk.XXIII on a Mk.XXV mount12.5181473,200 01,000,000
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)
Neptune (A)39,900131024614/10/6/44 01,300,000
Neptune (B)44,900131024614/10/6/44 42,0003,000,000
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 Mk IX**0.6967.215,5336210 01,200,000
533 mm Mk IXM0.6967.216,7666210 20,0001,800,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk IX mod. 10 0900,000
Mk IX mod. 20 22,0002,000,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 110,000 hp33.5 0800,000

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
Hydroacoustic Search Modification 1
Surveillance Radar Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion

Performance

Neptune represents the pinnacle of evolution for the Royal Navy's twelve-gun cruisers and is the last ship in the British cruiser line to sport the triple-barreled, quadruple turret configuration that captains of Fiji and Edinburgh are well-acquainted with by this point.

The main improvement from Edinburgh to Neptune is a vast increase in firepower. She upgrades from the Mk XXIII 152mm rifle of her immediate predecessors to the Mk XXV, which — with a base reload time of just 5.0 seconds — represents full 50% boost in her rate-of-fire (70% with the appropriate upgrade). The traverse rate sees a noticeable improvement. The range is improved as well, though the shells still lose velocity quickly, making it a challenge to hit anything smaller than a battleship at long range.

Other aspects of Neptune’s firepower are greatly improved as well. She carries two quadruple-tube torpedo launchers per side, allowing her to devastate unwary ships that attempt to pursue her, sit in smoke, or come around islands. Finally, Neptune’s anti-aircraft suite is one of the most punishing in the game — especially with a commander who has the Level 4 skill Manual Fire Control for AA Armament — as her new Mk XXV main battery guns also function as dual-purpose guns and provide a significant contribution to her AA.

She retains both Edinburgh’s greatly improved Repair PartyWhile active, restores a percentage of the ship's health points each second. and access to Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain., but her detection range is notably higher; indeed, Neptune has the highest detection radius of all British cruisers. While this impairs her ability to close with and actively hunt enemy destroyers, it isn't a serious handicap as long as her commander has the Concealment Expert skill.

On the downside, she has slightly less armor protection than Edinburgh, but — more worryingly — a much higher citadel. A Neptune exposed with her broadside to enemy cruisers with armor-piercing rounds loaded — or battleships at any angle — can expect to take heavy damage if not wiped off the map in short order. To make matters worse, she is larger and responds more sluggishly than Edinburgh, making it more difficult to dodge enemy fire. Combined, these make it much harder to give up Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. for Surveillance Radar.

Neptune is capable of performing well as long as her captain keeps her guns pumping rounds at enemy cruisers and destroyers and keeps her highly vulnerable citadel hidden away from enemy battleships and heavy cruisers.

Pros:

  • Outstanding main battery armament: her twelve 152mm rifles have an excellent rate of fire and turret traverse time, as well as contributing to her anti-aircraft defenses.
  • Lots of long range torpedoes (10.0 km) with better reload times than most other torpedo-armed cruisers at her tier.
  • First-rate anti-aircraft suite; wrecks planes if her commander has the Manual Fire Control for AA Armament skill.
  • Has access to an enhanced version of Repair PartyWhile active, restores a percentage of the ship's health points each second. that allows her to regenerate large amounts health.
  • Can equip either Smoke Generator or Surveillance Radar.

Cons:

  • Large detection radius. Even though Concealment Expert and Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship. are virtually required to play Neptune to her fullest, she still has large concealment.
  • Very weak armor; she can bounce 228mm rounds at certain angles, but will be easily penetrated by shells of a larger caliber.
  • Huge citadel that rides quite high above the waterline; can be a shock to new players.
  • Very high shell arcs, making it difficult to hit targets at long ranges.
  • Somewhat sluggish due to her large size and 710m turning circle.

Research

As with Edinburgh her stock range is sufficient. Research Hull (B) first, followed by the Fire Control System upgrade. The Torpedo upgrade is very marginal, and can either be skipped or picked up after unlocking Minotaur.

Optimal Configuration

Unlike Edinburgh, Neptune can't get her detection radius low enough to match her Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. range. She's still best when fully rigged for stealth; the question becomes how many points her captain is willing to sink into her anti-aircraft suite.

Upgrades

The recommended upgrades for Neptune are as follows:

Upgrade Slot 1 allows players to mount one of two viable options. Main Armaments Modification 1 is a generally viable choice, but players wishing to specialize for anti-aircraft duties should mount Auxiliary Armaments Modification 1 : +100% survivability to each..

Upgrade Slot 3 offers choices for specialization in different roles. Aiming Systems Modification 1 should be equipped for ship-to-ship combat. AA Guns Modification 1 +20% reduction in the preparation time of the priority AA sector. should be mounted when specializing for AA duties.

Upgrade Slot 6 provides choices for increased effectiveness of desired specializations. Main Battery Modification 3 reduces main battery reload time, which benefits Neptune in engagements with enemy ships. With the appropriate commander skills and upgrades, Auxiliary Armaments Modification 2 : −20% secondary reload time / +15% continuous AA damage / +15% flak damage / +2 flak explosions when Defensive AA Fire is active. is an easy choice for additional specialization in AA duties, making carrier players rethink their decision to send their planes into the airspace above Neptune.

Commander Skills

Anti-Aircraft Build: Priority Target at Level 1, Expert Marksman at Level 2, Superintendent at Level 3, and Manual Fire Control for AA Armament at Level 4. Concealment Expert should be taken ASAP (either with the 10th point or the 14th). After that, invest points in Basic Firing Training, Adrenaline Rush, Smoke Screen Expert, Jack of All Trades, or Radio Position Finding.

Generalist Build: Priority Target at Level 1, Expert Marksman at Level 2, Superintendent at Level 3, and Concealment Expert at Level 4. Other strong skills worth considering after that include: Adrenaline Rush, Smoke Screen Expert, Radio Position Finding, or Jack of All Trades.

Consumables

Neptune can equip the following consumables:

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Neptune with Type 19 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

Captains who opted for the Anti-Aircraft Build recommended above are encouraged to equip a November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) signal in order to maximize Neptune’s AA output. Regardless of configuration, India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) and November Foxtrot (-5% reload time on all consumables.) signals are also recommended for use.


Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery

References

  1. Neptune-class cruiser - Wikipedia
  2. British Cruisers, Two world wars and after by Norman Friedman
  3. Information on the 6-inch guns that were to be mounted on the Minotaur, and were later mounted on the post-war Tiger-class cruisers
  4. Discussion on the origin of the designs of the Minotaur
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