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Revision as of 17:08, 20 June 2021
Re-evaluate upgrade recommendations. Tweaks.
Revision as of 18:30, 20 June 2021
Split out the different builds.
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 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?The first Tier X 'premium'<ref>The status of ''{{#var:ship_name}}'' has been clarified: she is a "Special" ship, like others that are available for resources rather than cash. Special ships do not have the credit earning bonuses of true premiums. In all other relevant ways, they are treated as premium ships.</ref> in the game, ''{{#var:ship_name}}'' plays much like her tech tree sister ''[[Des Moines]]'', albeit with more survivability at the trade off of less utility. Captains familiar with the American heavy cruiser branch should adapt to ''{{#var:ship_name}}''’s minor quirks fairly quickly.+The first non-tech tree Tier X ship<ref>The status of ''{{#var:ship_name}}'' has been clarified: she is a "Special" ship, like others that are available for resources rather than cash. Special ships do not have the credit earning bonuses of true premiums. In all other relevant ways, they are treated as premium ships.</ref> in the game, ''{{#var:ship_name}}'' plays much like her tech tree sister ''[[Des Moines]]'', albeit with more survivability at the trade off of less utility. Captains familiar with the American heavy cruiser branch should adapt to ''{{#var:ship_name}}''’s minor quirks fairly quickly.
  
 The largest difference between the two comes in the form of consumable choices. ''Des Moines'' can choose between {{Surveillance Radar}} (with a 10.0 km range), {{Catapult Fighter}}, or {{Spotting Aircraft}} for her '''Slot 3''' consumable, and equips the standard version of {{Repair Party}}; ''{{#var:ship_name}}'' — who wasn't completed with her aircraft catapults installed — eschews aircraft entirely and has access to either {{Surveillance Radar}} (with a 8.5 km range) or {{Hydroacoustic Search}} in '''Slot 3''', and equips a specialized repair teams consumable similar to those on Royal Navy cruisers. Most other vital statistics remain identical — or roughly comparable — between the two. The largest difference between the two comes in the form of consumable choices. ''Des Moines'' can choose between {{Surveillance Radar}} (with a 10.0 km range), {{Catapult Fighter}}, or {{Spotting Aircraft}} for her '''Slot 3''' consumable, and equips the standard version of {{Repair Party}}; ''{{#var:ship_name}}'' — who wasn't completed with her aircraft catapults installed — eschews aircraft entirely and has access to either {{Surveillance Radar}} (with a 8.5 km range) or {{Hydroacoustic Search}} in '''Slot 3''', and equips a specialized repair teams consumable similar to those on Royal Navy cruisers. Most other vital statistics remain identical — or roughly comparable — between the two.
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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)-->
?The primary build for ''{{#var:ship_name}}'' is for the role of gunship to take advantage of her great strength: her main battery firepower.+The primary build for ''{{#var:ship_name}}'' is for the role of gunship to take advantage of her great strength: her main battery firepower. She can be built for long range, usually coupled with an open-water emphasis. Or more usually, as a shorter-range area control fighter.
  
 Her strong AA suite supports a solid anti-aircraft build, though this build is somewhat situational unless divisioning with an aircraft carrier. Her strong AA suite supports a solid anti-aircraft build, though this build is somewhat situational unless divisioning with an aircraft carrier.
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 |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable -->
  
?The recommended upgrades for ''{{#var:ship_name}}'' are:+The recommended upgrades for a '''Long Range Gunship''' build. The longer range makes open water play more viable.
?* '''Slot 1''': {{Main Armaments Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''+* '''Slot 1''': {{Main Armaments Modification 1}}
 * '''Slot 2''': {{Damage Control System Modification 1}}&nbsp;'''<nowiki>*</nowiki>''' * '''Slot 2''': {{Damage Control System Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''
?* '''Slot 3''': {{Aiming Systems Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''+* '''Slot 3''': {{Aiming Systems Modification 1}}
?* '''Slot 4''': {{Propulsion Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''+* '''Slot 4''': {{Steering Gears Modification 1}}; {{Propulsion Modification 1}} is a viable alternative.
 * '''Slot 5''': {{Concealment System Modification 1}}&nbsp;'''<nowiki>*</nowiki>''' * '''Slot 5''': {{Concealment System Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''
?* '''Slot 6''': {{Gun Fire Control System Modification 2}}&nbsp;'''<nowiki>*</nowiki>'''+* '''Slot 6''': {{Gun Fire Control System Modification 2}}
  
?'''Slot 1''' &ndash; Captains specifically seeking to specialize in anti-aircraft duties may choose to mount {{Auxiliary Armaments Modification 1}} to increase the survivability of the AA mounts.+Playing ''{{#var:ship_name}}'' farther from the action, radar (especially her shorter range set) becomes less important. '''Slot 2''' could better be used for {{Hydroacoustic Search Modification 1}}.
  
?'''Slot 2''' &ndash; Although ''{{#var:ship_name}}'s'' radar has shorter range than others, it is still a useful tool so {{Surveillance Radar Modification 1}} may be the better choice here.+For '''Slot 5''', another viable build for open water maneuver is to select Propulsion Mod 1 in Slot 4 and {{Steering Gears Modification 2}} in Slot 5. {{Torpedo Lookout System}} is also worth considering, particularly with SGM1 in Slot 4.
  
?'''Slot 3''' &ndash; For anti-aircraft duties, mount {{AA Guns Modification 1}}.+The recommended upgrades for a '''Short Range Gunship''' build. This build somewhat supposes the heavy use of terrain.
 +* '''Slot 1''': {{Main Armaments Modification 1}}
 +* '''Slot 2''': {{Damage Control System Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''
 +* '''Slot 3''': {{Aiming Systems Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''
 +* '''Slot 4''': {{Propulsion Modification 1}}
 +* '''Slot 5''': {{Concealment System Modification 1}}
 +* '''Slot 6''': {{Main Battery Modification 3}}
  
?'''Slot 4''' &ndash; Propulsion Modification 1 (PM1) can pay large dividends when stationary behind terrain, as when holding a flank or a cap. For open water agility, {{Steering Gears Modification 1}} (SGM1).+'''Slot 2''' &ndash; Although ''{{#var:ship_name}}'s'' radar has shorter range than others, it is still a useful tool so {{Surveillance Radar Modification 1}} may be the better choice here.
  
?For '''Slot 5''', another viable build for open water maneuver is to select Propulsion Mod 1 in Slot 4 and {{Steering Gears Modification 2}} in Slot 5. {{Torpedo Lookout System}} is also worth considering, particularly with SGM1.+'''Slot 3''' &ndash; For close-in work, where quick targeting can be critical, accuracy may be less important than the time to get the battery on target. Thus many captains pay prefer {{Main Battery Modification 2}}, particularly since Main Battery Modification 3 in Slot 6 slows the turrets significantly.
  
?'''Slot 6''' &ndash; The only way to address ''{{#var:ship_name}}'s'' chief weakness &ndash; main battery range (15.8km) &ndash; is to mount Gun Fire Control System Modification 2 to improve range to 18.4km. For PvE modes and general knife fighting (and for those who find it difficult to hit at distance with USN ballistics), {{Main Battery Modification 3}} jacks up her already-outrageous DPM (and demands the <u>Grease the Gears</u> skill). To finalize an anti-aircraft build, mount {{Auxiliary Armaments Modification 2}}.+The recommended upgrades for an anti-aircraft build:
 +* '''Slot 1''': {{Auxiliary Armaments Modification 1}}
 +* '''Slot 2''': {{Defensive AA Fire Modification 1}} &ndash; (Special Upgrade)
 +* '''Slot 3''': {{AA Guns Modification 1}}
 +* '''Slot 5''': {{Concealment System Modification 1}} &ndash; (7.1km detection by air)
 +* '''Slot 6''': {{Auxiliary Armaments Modification 2}}
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
 +Consider <u>Outnumbered</u> for a flank holding role.
  
 {{Commander Skills 3 CR {{Commander Skills 3 CR
 <!-- Ratings 1,2,3 are legit. Others are ignored.-->  <!-- Ratings 1,2,3 are legit. Others are ignored.-->
?| rating11 = 2 <!-- Grease the Gears -->+| rating11 = 3 <!-- Grease the Gears -->
 | rating12 = 0 <!-- Swift Fish --> | rating12 = 0 <!-- Swift Fish -->
 | rating13 = <!-- Consumables Specialist --> | rating13 = <!-- Consumables Specialist -->
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 | rating31 = <!-- Heavy HE and SAP Shells --> | rating31 = <!-- Heavy HE and SAP Shells -->
 | rating32 = 0 <!-- Enhanced Torpedo Explosive Charge --> | rating32 = 0 <!-- Enhanced Torpedo Explosive Charge -->
?| rating33 = 2 <!-- Adrenaline Rush -->+| rating33 = 3 <!-- Adrenaline Rush -->
 | rating34 = 2 <!-- Heavy AP Shells --> | rating34 = 2 <!-- Heavy AP Shells -->
 | rating35 = <!-- Superintendent --> | rating35 = <!-- Superintendent -->
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 | rating41 = 2 <!-- Top Grade Gunner --> | rating41 = 2 <!-- Top Grade Gunner -->
?| rating42 = <!-- Outnumbered -->+| rating42 = 1 <!-- Outnumbered -->
 | rating43 = <!-- Radio Location --> | rating43 = <!-- Radio Location -->
 | rating44 = <!-- Inertial Fuse for HE Shells --> | rating44 = <!-- Inertial Fuse for HE Shells -->
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 * '''Slot 1:''' {{Damage Control Party}} * '''Slot 1:''' {{Damage Control Party}}
 * '''Slot 2:''' {{Defensive AA Fire}} * '''Slot 2:''' {{Defensive AA Fire}}
?* '''Slot 3:''' {{Surveillance Radar}} '''or''' {{Hydroacoustic Search}}+* '''Slot 3:''' {{Surveillance Radar}} '''or''' {{Hydroacoustic Search}}&nbsp;'''<nowiki>*</nowiki>'''
 * '''Slot 4:''' {{Specialized Repair Teams}} * '''Slot 4:''' {{Specialized Repair Teams}}
 +
 +In '''Slot 3''', choose Surveillance Radar for a Short Range gunship build. and Hydroacoustic Search for a Long Range gunship or AA support build.
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
?As a premium ship, ''{{#var:ship_name}}'' comes included with [[Ship:Camouflage#Premium_Camouflage|Type 20 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, increases the credits she earns, lowers her servicing costs, and increases the amount of experience she earns. +As a premium ship, ''{{#var:ship_name}}'' comes with [[Ship:Camouflage#Premium_Camouflage|Type 20]] camouflage that lowers her detection radius, reduces the accuracy of incoming shells, increases the credits she earns, lowers her service cost, 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 -->
?''{{#var:ship_name}}'' captains should mount standard signal flags to improve the ship's performance in battle. India Delta ({{India Delta|Size=18px}}) and November Foxtrot ({{November Foxtrot|Size=18px}}) flags are highly recommended to improve the ship's survivability. Sierra Mike ({{Sierra Mike|Size=18px}}) flags are also recommended to increase the ship's top speed. India X-Ray ({{India X-Ray|Size=18px}}) and Victor Lima ({{Victor Lima|Size=18px}}) signal flags can be mounted to improve the ship's main battery. Lastly, economic and special signal flags can be mounted to increase the ship's economic gains per battle. +''{{#var:ship_name}}'' captains should mount standard signal flags to improve the ship's performance in battle. India Delta ({{India Delta|Size=18px}}) and November Foxtrot ({{November Foxtrot|Size=18px}}) flags are highly recommended to improve the ship's survivability. Sierra Mike ({{Sierra Mike|Size=18px}}) is also recommended to increase the ship's top speed. India X-Ray ({{India X-Ray|Size=18px}}) and Victor Lima ({{Victor Lima|Size=18px}}) signal flags can be mounted to improve the ship's main battery. Lastly, economic and special signal flags to increase the ship's economic gains per battle.
  
 {{Signal Flags {{Signal Flags

Revision as of 18:30, 20 June 2021

Salem
Salem_wows_main.jpg
Cruiser | U.S.A. | Tier X
Tech Tree Position
Salem_icon_small.png
General
Purchase pricepromo Doubloons
Hit Points49,700 
Main Battery
203 mm/55 RF Mk.16 in a turret3 х 3 pcs.
Rate of Fire10.91 shots/min.
Reload Time5.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time30 sec.
Firing Range15.83 km.
Maximum Dispersion142 m.
HE Shell203 mm HE/HC Mk25 
Maximum HE Shell Damage2,800 
Chance of Fire on Target Caused by HE Shell14 %
Initial HE Shell Velocity823 m./s.
HE Shell Weight118 kg.
AP Shell203 mm AP Mk21 
Maximum AP Shell Damage5,000 
Initial AP Shell Velocity762 m./s.
AP Shell Weight152 kg.
Secondary Armament #1
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs.
Firing Range7.3 km.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Initial HE Shell Velocity792 m./s.
Chance of Fire on Target Caused by HE Shel%
AA Defense
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs.
. . . Average Damage per Second90.6 
. . . Firing Range5.01 km.
76.2 mm/50 Mk.22 on a Mk.33 mount10 х 2 pcs.
. . . Average Damage per Second208 
. . . Firing Range3.99 km.
76.2 mm/50 Mk.22 on a Mk.33 mount2 х 2 pcs.
. . . Average Damage per Second41.6 
. . . Firing Range3.99 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius770 m.
Rudder Shift Time8.6 sec.
Concealment
Surface Detectability Range13.86 km.
Air Detectability Range7.9 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
X
Ship_PASC710_Salem.png
promo

Salem — American promo premium Tier X cruiser.

A Des Moines-class heavy cruiser. Her main battery mounts were equipped with an auto-loading mechanism, which provided her with the greatest firepower among ships of her type. The cruiser's advantages included advanced radar equipment, powerful AA artillery, and reliable horizontal armor protection.

Salem was first released for sale with Update 0.7.6 and is available exclusively via the Armory for Coal Coal.

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)
203 mm/55 RF Mk.16 in a turret10.9301422,800145,000 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)
Salem49,70062033612/60 00
Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk10 mod. 1015.8 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 120,000 hp33 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 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 1 Steering Gears 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 Gun Fire Control System Modification 2 Auxiliary Armaments Modification 2

Player Opinion

Performance

The first non-tech tree Tier X ship[1] in the game, Salem plays much like her tech tree sister Des Moines, albeit with more survivability at the trade off of less utility. Captains familiar with the American heavy cruiser branch should adapt to Salem’s minor quirks fairly quickly.

The largest difference between the two comes in the form of consumable choices. Des Moines can choose between Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) (with a 10.0 km range), Catapult Fighter (While active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.), or Spotting Aircraft (While active, a spotter plane circles the ship enhancing main battery firing range.) for her Slot 3 consumable, and equips the standard version of Repair Party (While active, restores a percentage of the ship's health points each second.); Salem — who wasn't completed with her aircraft catapults installed — eschews aircraft entirely and has access to either Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) (with a 8.5 km range) or Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) in Slot 3, and equips a specialized repair teams consumable similar to those on Royal Navy cruisers. Most other vital statistics remain identical — or roughly comparable — between the two.

The primary trait of Salem is her absurd rate of fire for a heavy cruiser: each of her barrels loads a fresh 203mm round every 5.5 seconds. The speed at which she pummels enemy targets is a sight to behold, whether she is punishing an enemy destroyer caught by her radar, or pumping super-heavy American armor-piercing shells into the sides of enemy cruisers and battleships. Enemy aircraft carriers don't enjoy seeing a Salem on the other team either; her impressive AA suite is only a touch worse than Des Moines’, as Salem here is rendered without her short-range 20mm Oerlikons. With good handling characteristics and the utility offered by her consumables, Salem is an excellent support ship and a late-game terror. She serves equally well as both an anti-air and anti-destroyer screening vessel; however, unlike Des Moines, Salem’s radar is not as useful in assisting in the destruction of enemy destroyers due to it's shorter range.

Like her sister ship, learning to use Salem’s main battery guns to their fullest requires a bit of time and adaptation. The high shell arcs and long flight times at medium to long range give her both advantages and disadvantages that other Tier X cruisers lack. She is capable of sitting behind an island and using her high shell arcs to lob shells at distant targets from cover, or — more commonly — snuggle up to an island and point her bow at the enemy, while presenting a relatively small target profile. Exploiting this technique allows captains to turn a disadvantage into an advantage. Lobbing armor-piercing shells at bigger targets such as battleships can deal a surprising amount of damage in such a short time; however, captains should only do so when Salem is close enough to have the rounds deal maximum penetration.

Salem possesses a stronger repair consumable than Des Moines, functioning identical to that of British cruisers of Tiers VIII-X. When it comes to taking fire damage, Salem is functionally immune: her heal can repair up to four full duration fires (damage from the HE shells that triggered the fires not withstanding). While the enhanced repair gives her more flexibility and survivability in the event of positioning mistakes, captains should not be relying it to keep them alive in situations that Des Moines couldn't survive.

Unlike most other Tier X cruisers, Salem cannot effectively fight as an anti-surface combatant in open water, and her slower shell speeds prevent her from faring well in ranged firefights. Instead, captains should focus on playing defensively during the initial stages of a game, and choose areas of the map that provide hard cover and allow them to fight enemies on their own terms at short and medium range. Despite lacking a torpedo armament, the closer Salem gets to a target, the more dangerous she becomes. It should not come as a surprise that if played right, Salem can dictate the early flow of a battle, then become more aggressive in the mid- and late-game stages, quickly mopping up the enemy team with her withering rate of fire. This isn't the only way to play Salem, of course, but it's a common one; captains should adjust their play style depending on the situation to give their team the best chance of winning. Knowing when to go defensive or aggressive is key to conning Salem to victory.

Pros:

  • Fast firing guns.
  • High shell arcs make firing over islands easier.
  • AP shells have more forgiving angles for ricochet prevention.
  • Good chances to set fires.
  • Strong AA.
  • 27mm of armor protects against 15-inch guns; citadel is protected by a thick 152mm belt.
  • Salem's Specialized Repair Teams (While active, restores a percentage of the ship's health points each second.), with up to 48% of her health pool restored per charge (with the India Delta+20% to the amount of HP recovered when the Repair Party consumable is used. signal mounted).

Cons:

  • High shell arcs make leading shots more difficult.
  • Short ranged main battery with a stock reach of 15.8km and no Spotter Aircraft consumable.
  • Slow turret rotation for a cruiser.
  • No torpedoes.
  • Citadel is above water and easy to hit when showing broadside, and all 16" guns can overmatch her armor.
  • Lack of torpedo defense.
  • Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) has a short range (8.5 km) compared to other radar cruisers.
  • No Unique Upgrade (the first tier X ship without one).

Research

As a tier X ship, Salem has no modules to research.

Optimal Configuration

The primary build for Salem is for the role of gunship to take advantage of her great strength: her main battery firepower. She can be built for long range, usually coupled with an open-water emphasis. Or more usually, as a shorter-range area control fighter.

Her strong AA suite supports a solid anti-aircraft build, though this build is somewhat situational unless divisioning with an aircraft carrier.

Upgrades

The recommended upgrades for a Long Range Gunship build. The longer range makes open water play more viable.

Playing Salem farther from the action, radar (especially her shorter range set) becomes less important. Slot 2 could better be used for Hydroacoustic Search Modification 1 (Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time.).

For Slot 5, another viable build for open water maneuver is to select Propulsion Mod 1 in Slot 4 and Steering Gears Modification 2 (Reduces rudder shift time and accelerates the repair of steering gears: -40% rudder shift time. / -80% repair time.) in Slot 5. Torpedo Lookout System (Increases the assured acquisition range of torpedoes. to a base value of 1.8 km.) is also worth considering, particularly with SGM1 in Slot 4.

The recommended upgrades for a Short Range Gunship build. This build somewhat supposes the heavy use of terrain.

Slot 2 – Although Salem's radar has shorter range than others, it is still a useful tool so Surveillance Radar Modification 1 (Increases the action time of the Surveillance Radar consumable.:  +20% action time.) may be the better choice here.

Slot 3 – For close-in work, where quick targeting can be critical, accuracy may be less important than the time to get the battery on target. Thus many captains pay prefer Main Battery Modification 2 (Increases the traverse speed of the main turrets: +15% to main battery traverse speed.), particularly since Main Battery Modification 3 in Slot 6 slows the turrets significantly.

The recommended upgrades for an anti-aircraft build:

Commander Skills

Consider Outnumbered for a flank holding role.

Consumables

Salem can equip the following consumables:

In Slot 3, choose Surveillance Radar for a Short Range gunship build. and Hydroacoustic Search for a Long Range gunship or AA support build.

Camouflage

As a premium ship, Salem comes with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, increases the credits she earns, lowers her service cost, and increases the amount of experience she earns.

Signals

Salem captains should mount standard signal flags to improve the ship's performance in battle. 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.) flags are highly recommended to improve the ship's survivability. Sierra Mike (+5% to the ship's maximum speed.) is also recommended to increase the ship's top speed. India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) and Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) signal flags can be mounted to improve the ship's main battery. Lastly, economic and special signal flags to increase the ship's economic gains per battle.

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

Gallery

Historical Info

Historical Gallery

Video

References

  1. The status of Salem has been clarified: she is a "Special" ship, like others that are available for resources rather than cash. Special ships do not have the credit earning bonuses of true premiums. In all other relevant ways, they are treated as premium ships.
  2. 2.0 2.1 2.2 Use of the Juliet Charlie signal makes detonation impossible.


LittleWhiteMouse's Premium Ship Review: Salem from the NA forums (partly based on incomplete information).

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Aircraft Carriers  IV Langley • VI Ranger • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • X Midway • X Franklin D. Roosevelt
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V YahagiDoubloons • VI Aoba • VII Myōkō • 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 Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX AzumaDoubloons • X Zaō • X YoshinoDoubloons • X Kitakami 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Bagration • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X Moskva • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X SmolenskDoubloons 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • 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 Rochester • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX AlaskaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto Rico • X SalemDoubloons • X Austin 
Europe  I Gryf 
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 GoriziaDoubloons • VIII Amalfi • IX Brindisi • X Venezia • X Napoli 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • IX Roon • IX Siegfried • IX Ägir • X Hindenburg 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VII Algérie • VIII Charles Martel • VIII BayardDoubloons • IX Saint-Louis • IX Carnot • X Henri IV • X ColbertDoubloons 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • IX Neptune • IX Drake • X Minotaur • X Goliath • X Plymouth 
Pan-Asia  I Chengan • VI HuangheDoubloons • VIII IrianDoubloons • VIII WukongDoubloons 
Commonwealth  VI PerthDoubloons • VI MysoreDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven Provinciën • IX Johan de Witt • X Gouden Leeuw 
Pan-America  II Almirante AbreuDoubloons • VII Nueve de JulioDoubloons