Phoenix
152 mm/50 Mk.8 on a Mk.10 mount6 х 1 pcs. |
Rate of Fire6 shots/min. |
Reload Time10 sec. |
Rotation Speed11 deg./sec. |
180 Degree Turn Time16.36 sec. |
Firing Range13.88 km. |
Maximum Dispersion128 m. |
HE Shell152 mm HE 105 lb |
Maximum HE Shell Damage2,100 |
Chance of Fire on Target Caused by HE Shell7 % |
Initial HE Shell Velocity853 m./s. |
HE Shell Weight47.7 kg. |
AP Shell152 mm AP 105 lb |
Maximum AP Shell Damage3,000 |
Initial AP Shell Velocity853 m./s. |
AP Shell Weight47.7 kg. |
533 mm Twin2 х 2 pcs. |
Rate of Fire1.36 shots/min. |
Reload Time44 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoMk11 |
Maximum Damage11,733 |
Torpedo Speed56 knot |
Torpedo Range5.49 km. |
76.2 mm/50 Mk.10 on a Mk.11 mount2 х 1 pcs. |
. . . Average Damage per Second4.2 |
. . . Firing Range3 km. |
7.62 mm Hotchkiss2 х 1 pcs. |
. . . Average Damage per Second2.6 |
. . . Firing Range0.99 km. |
Maximum Speed35 knot |
Turning Circle Radius630 m. |
Rudder Shift Time7 sec. |
Surface Detectability Range12.76 km. |
Air Detectability Range5.38 km. |
Phoenix — American Tier IV cruiser.
A scout cruiser design whose distinctive features were very high speeds and a torpedo armament. In contrast to most cruisers of her time, the cruiser's artillery was placed in open mounts. Phoenix never materialized, but served as a prototype for development of the Omaha-class cruisers.
Modules
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 () | ||
---|---|---|---|---|---|---|---|---|---|
Mark 11 | 0.9 | 66 | 7.2 | 11,733 | 56 | 5.5 | 0 | 22,000 |
Compatible Upgrades
Slot 1 |
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Slot 2 |
Player Opinion
Performance
The Phoenix is a rather solid upgrade of a high speed scout cruiser coming from the St. Louis at Tier III. Despite losing on the firepower that the St. Louis carries, as well as the heavier armor set that the Tier III ship carries, the Phoenix makes up for it by gaining nearly 15 knots of speed and vast amounts of maneuverability, as well as boasting a 2 second quicker reload on her 152mm guns, although interestingly her relative DPM is still short of the St. Louis. Her armor is another weakness, having very little in the way of vertical protection and overall plating, making her extremely vulnerable to getting pummeled by both High Explosive and Armor Piercing shells, meaning that the best defense for her is her high speed and not getting hit.
The Phoenix does carry some other tools such as having access to Hydroacoustic Search and torpedo armament, both of which are quite useful should you find yourself in a close range gun duel against enemy cruisers or destroyers, or if you indeed need to find a way to deal with enemy Battleships that pop out of nowhere at close range ( and believe me it does happen )
Overall, the Phoenix is a solid cruiser, but one that needs some time to actually work, using her high DPM combined with her high speed and range to work as a low-tier annoyance that can distract and kill battleships with a combination of chip damage and fires ( and torpedoes if needed )Pros:
- Good main battery firepower (when fully upgraded) - can fire forwards as well as she can backwards; good turret traverse, good reload time, and great firing range
- Has defensive torpedoes - may also be useful in ambushing unsuspecting enemy ships
- Good maneuverability - 35 knots top speed and 5.4 seconds rudder shift time
- Access to Hydro-acoustic Search.
Cons:
- Poor survivability - thinly armored and prone to rudder and engine incapacitations, coupled with her very low hit points for a Tier IV cruiser.
- Poor torpedo range - can only reach out to 5.5km and thus are for last resort occasions
- Poor concealment - can be easily spotted as she can rain on her enemies
- Underwhelming AA firepower - can easily be targeted by aircraft carriers with little to no resistance
Research
This is a suggested research path:
- Phoenix (B) Hull
- 152 mm/53 Mk14 main batteries
- Phoenix (C) Hull
- Mk4 GFCS mod. 2
Optimal Configuration
Upgrades
- Slot 1: Main Armaments Modification 1 - lowers chance of destroyed armament and faster repair. Useful because the enemy can easily destroy armament.
- Slot 2: Engine Room Protection - comes in handy to help prevent the steering gears and engine from being incapacitated and faster repair. Use together with the captain skill Last Stand.
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
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★★ |
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2 |
★★ |
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★★ |
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3 |
★★ |
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★★ |
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★★ |
★★ |
4 |
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★★ |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Phoenix equips the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Hydroacoustic Search
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.
Signals
Recommended Signal Flags | |||||
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Combat | |||||
★★ |
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★★ |
★ |
★★★ |
★★★ |
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★★★ |
★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Phoenix torpedoes devastate an enemy Wakatake.
Historical Info
Historical Gallery
References