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Salem

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 <!-- Add |Ship=code for manual override --> <!-- Add |Ship=code for manual override -->
 {{WoWs_Ship {{WoWs_Ship
?|Promo=<!-- in case of gift or promo ship write conditions to get it. (optional)-->+|Promo=<!-- in case of gift or promo ship write conditions to get it. (optional) -->
? +
  
 |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 ''[[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.<br><br>''{{#var:ship_name}}'' was first released for sale with [[Ship:Update 0.7.6|Update 0.7.6]] and is available exclusively via the [[Ship:Arsenal|Arsenal]].+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.<br><br>''{{#var:ship_name}}'' was first released for sale with [[Ship:Update 0.7.6|Update 0.7.6]] and is available exclusively via the [[Ship:Armory|Armory]] for Coal{{Coal}}.
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?The first Tier X premium in the game, ''{{#var:ship_name}}'' plays almost exactly like her tech tree sister ''[[Des Moines]]'', albeit with a tad 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 9.9 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 {{Repair Party}} that is better than a standard one. Most other vital statistics remain identical — or roughly comparable — between the two.+{{block|!|content=Warning. The data presented in the AA Defense sidebar section is incorrect.}}
  
?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 ''{{#var:ship_name}}'' on the other team either; her impressive AA suite is only a touch worse than ''Des Moines''’, as ''{{#var:ship_name}}'' here is rendered without her short-range 20mm Oerlikons. With good handling characteristics and the utility offered by her consumables, ''{{#var:ship_name}}'' 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'', ''{{#var:ship_name}}''’s radar is not nearly as useful in assisting in the destruction of enemy destroyers due to it's shorter range. +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.
  
?Like her sister ship, learning to use ''{{#var:ship_name}}''’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 ''{{#var:ship_name}}'' is close enough to have the rounds deal maximum penetration.+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.
  
?''{{#var:ship_name}}'' possesses a stronger {{Repair Party}} than ''Des Moines'', functioning identical to that of British cruisers of Tiers VIII-X. When it comes to taking fire damage, ''{{#var:ship_name}}'' 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 {{Repair Party}} 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.+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 ''{{#var:ship_name}}'' on the other team either; her mediocre AA suite is only a touch worse than ''Des Moines''’, as ''{{#var:ship_name}}'' here is rendered without her short-range 20mm Oerlikons. With mediocre handling characteristics and the utility offered by her consumables, ''{{#var:ship_name}}'' is an excellent support ship and a late-game terror. She serveswell as an anti-destroyer screening vessel; however, unlike ''Des Moines'', ''{{#var:ship_name}}''’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 ''{{#var:ship_name}}''’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 a short time.
 + 
 +''{{#var:ship_name}}'' 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, ''{{#var:ship_name}}'' 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, ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'' gets to a target, the more dangerous she becomes. It should not come as a surprise that if played right, ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'', 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 ''{{#var:ship_name}}'' to victory. Unlike most other Tier X cruisers, ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'' gets to a target, the more dangerous she becomes. It should not come as a surprise that if played right, ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'', 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 ''{{#var:ship_name}}'' to victory.
? 
?{{AnnoWiki|content= 
?'''[https://forum.worldofwarships.com/topic/161997-premium-ship-review-103-salem/ LittleWhiteMouse's Premium Ship Review: Salem] from the NA forums'''}} 
  
 |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. -->
?* Fast firing guns, like her sister ship (5.5 seconds base reload).+* An insane rate of fire for such heavy guns.
?* 27mm of armor protects against 15-inch guns, citadel is protected by a thick 152mm belt.+* High shell arcs make firing over islands easier.
?* Strong AA (though slightly weaker than ''[[Des Moines]]'').+* AP SHS (super-heavy shells) can retain pen and with American heavy cruiser ricochet angles(60-67.5) and can tear up all targets, especially in close.
?* High shell arcs give her guns a lot of utility and make firing over islands easier.+* A mediocre AA suite that turns solid when the Defensive AA Fire consumable is activated.
?* Buffed {{Repair Party}} gives ''{{#var:ship_name}}'' much more survivability when compared to ''[[Des Moines]]'' (up to 48% of her health pool restored by each charge).+* Contrary to the sidebar data on this page, ''{{#var:ship_name}}'s'' long-range AA artillery reaches out to 5.8km.
?* AP shells have more forgiving angles for ricochet prevention.+* 27mm of armor protects against 15-inch guns, 30mm of midsection protects against 16-inch guns; citadel is protected by a thick 152mm belt and a 127mm transverse bulkhead.
?* Very high chances to set fires.+* {{Specialized Repair Teams}} with up to '''48%''' of the health pool restored per charge (with the India Delta{{India Delta|Size=20px}} signal mounted).
  
 |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. -->
?* High shell arcs make leading shots more difficult.+* Short ranged main battery with a stock reach of 15.8km.
?* Citadel is above water and easy to hit when showing broadside, and all 16 inch guns can overmatch her armor.+* High shell arcs make hitting targets at range tricksy.
?* ''{{#var:ship_name}}'' shares the same {{Surveillance Radar}} as ''[[Atlanta]]'', with short duration (25 seconds) and range (8.5 km). +
?* No torpedoes; must rely on guns for damage. +
?* Lack of torpedo defense.+
?* Very short ranged for a Tier X cruiser with a stock reach of 15.8km and no Spotter Aircraft consumable.+
 * Slow turret rotation for a cruiser. * Slow turret rotation for a cruiser.
?* No Unique Upgrade (being the first tier X ship without one).+* No torpedoes.
?* Requires 240,000 Coal to purchase (can be reduced to 180,000 with a coupon).+* Citadel is above water and easy to hit when showing broadside, and all 431mm or larger guns can overmatch her armor, making her exceedingly vulnerable.
 +* Poor torpedo defense (7%).
 +* Mediocre agility.
 +* Surveillance Radar has a relatively short range (8.5 km).
 +* No [[Ship:Upgrades#Unique_Upgrades_.28.22Legendary.22_Upgrades.29|Unique Upgrade]] (the first tier X ship without one).
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?As a premium ship, ''{{#var:ship_name}}'' doesn't have any upgrades to research.+As a tier X ship, ''{{#var:ship_name}}'' has no modules to research.
  
 |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. 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 half decent anti-aircraft build, though this build is somewhat situational unless divisioning with an aircraft carrier.
  
 |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 as follows:+The recommended upgrades for a '''Long Range Gunship''' build. The longer range makes open water play more viable.
?* '''Slot 1''': {{Main Armaments Modification 1}}<nowiki>*</nowiki>+* '''Slot 1''': {{Main Armaments Modification 1}}
?* '''Slot 2''': {{Damage Control System Modification 1}}+* '''Slot 2''': {{Damage Control System Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''
?* '''Slot 3''': {{Aiming Systems Modification 1}}<nowiki>*</nowiki>+* '''Slot 3''': {{Aiming Systems Modification 1}}
?* '''Slot 4''': {{Steering Gears Modification 2}}+* '''Slot 4''': {{Steering Gears Modification 1}}; {{Propulsion Modification 1}} is a viable alternative.
 +* '''Slot 5''': {{Concealment System Modification 1}}&nbsp;'''<nowiki>*</nowiki>'''
 +* '''Slot 6''': {{Gun Fire Control System Modification 2}}
 + 
 +'''Slot 2''' could better used for {{Hydroacoustic Search 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 5''': {{Concealment System Modification 1}}
?* '''Slot 6''': {{Main Battery Modification 3}}<nowiki>*</nowiki>+* '''Slot 6''': {{Main Battery Modification 3}}
  
?'''Slot 1''' provides ''{{#var:ship_name}}'' with two viable options. {{Main Armaments Modification 1}} should be mounted to increase the survivability of the main armament. This upgrade is useful for any chosen build; however, captains specifically seeking to specialize in anti-aircraft duties may choose to mount {{Auxiliary Armaments Modification 1}} to increase the survivability of the anti-aircraft armament.+'''Slot 2''' &ndash; ''{{#var:ship_name}}'s'' radar has shorter range than others, it is better to pick {{Hydroacoustic Search Modification 1}} here
  
?'''Slot 3''' allows for further specialization in the desired role. For builds focusing on gunnery, {{Aiming Systems Modification 1}} is a prudent choice to reduce dispersion, thereby increasing the chance of landing a citadel hit with a well-placed shot. For anti-aircraft duties, players should mount {{AA Guns Modification 1}}.+'''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 may prefer {{Main Battery Modification 2}}, particularly since Main Battery Modification 3 in Slot 6 slows the turrets.
  
?'''Slot 6''' provides ''{{#var:ship_name}}'' with further specialization in her chosen role. {{Main Battery Modification 3}} is an excellent choice to reduce the reload time of her main guns, providing her with a higher DPM. {{Gun Fire Control System Modification 2}} may be a useful choice for captains looking to set fires at very long range. To finalize an anti-aircraft build, mount {{AA Guns Modification 2}}.+The recommended upgrades for a maximum '''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}}&nbsp;'''<nowiki>*</nowiki>'''
 +* '''Slot 5''': {{Concealment System Modification 1}} &ndash; 6.4km detection by air with all modifiers
 +* '''Slot 6''': {{Auxiliary Armaments Modification 2}}
  
 +AA Guns Modification 1 for '''Slot 3''' lowers the priority sector prep time (cooldown) from 10 seconds to 8 seconds, so another choice in this slot is justifiable.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?As ''{{#var:ship_name}}'' shares many of the same characteristics as ''[[Des Moines]]'', key skills for ''{{#var:ship_name}}'' commanders are the same: [[Ship:Commander#Jack_of_All_Trades|Jack of All Trades]], [[Ship:Commander#Superintendent|Superintendent]], and [[Ship:Commander#Advanced_Firing_Training|Advanced Firing Training]].  
  
?{{Commander Skills 
?| Priority Target = 3 
?| Preventative Maintenance = 2 
?| Expert Loader =  
?| Air Supremacy =  
?| Direction Center for Fighters =  
?| Improved Engine Boost =  
?| Incoming Fire Alert = 1 
?| Last Gasp =  
  
?| High Alert = 1+{{Commander Skills 3 CR
?| Jack of All Trades = 3+<!-- Ratings 1,2,3 are legit. Others are ignored. 0 is a reminder that the skill is meaningless on this ship. -->
?| Expert Marksman = 2+| rating11 = 3 <!-- Grease the Gears -->
?| Torpedo Acceleration = +| rating12 = 0 <!-- Swift Fish -->
?| Smoke Screen Expert = +| rating13 = <!-- Consumables Specialist -->
?| Improved Engines = +| rating14 = 3 <!-- Gun Feeder -->
?| Adrenaline Rush = 3+| rating15 = 1 <!-- Incoming Fire Alert -->
?| Last Stand = +| rating16 = 1 <!-- Last Stand -->
 + 
 +| rating21 = 2 <!-- Pyrotechnician -->
 +| rating22 = 0 <!-- Fill the Tubes -->
 +| rating23 = <!-- Consumables Enhancements -->
 +| rating24 = 0 <!-- Eye in the Sky -->
 +| rating25 = 3 <!-- Priority Target -->
 +| rating26 = 2 <!-- Expert AA Marksman -->
  
?| Basics of Survivability = 1+| rating31 = 2 <!-- Heavy HE and SAP Shells -->
?| Survivability Expert = 1+| rating32 = 0 <!-- Enhanced Torpedo Explosive Charge -->
?| Torpedo Armament Expertise = +| rating33 = 3 <!-- Adrenaline Rush -->
?| Aircraft Armor = +| rating34 = 2 <!-- Heavy AP Shells -->
?| Basic Firing Training = 2+| rating35 = 3 <!-- Superintendent -->
?| Superintendent = 3+| rating36 = 1 <!-- Survivability Expert -->
?| Demolition Expert = 3+
?| Vigilance = 1+
  
?| Manual Fire Control for Secondary Armament = +| rating41 = 3 <!-- Top Grade Gunner -->
?| Fire Prevention = +| rating42 = <!-- Outnumbered -->
?| Inertia Fuse for HE Shells = +| rating43 = <!-- Radio Location -->
?| Sight Stabilization = +| rating44 = <!-- Inertial Fuse for HE Shells -->
?| Advanced Firing Training = 3+| rating45 = 3 <!-- Concealment Expert -->
?| Manual Fire Control for AA Armament = 2+| rating46 = 1 <!-- AA Gunner -->
?| Radio Position Finding = 2+
?| Concealment Expert = 3+
 }} }}
  
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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:''' {{Repair Party}}+* '''Slot 4:''' {{Specialized Repair Teams}}
  
?Premium version of all consumables are useful to reduce the cooldowns. ''{{#var:ship_name}}'' has the option to choose between {{Surveillance Radar}} and {{Hydroacoustic Search}}; {{Surveillance Radar}} is useful for exposing enemy ships that are concealed near her, and {{Hydroacoustic Search}} is useful for detecting torpedoes.+In '''Slot 3''', choose Hydroacoustic Search because it is simply better than the 8.5km radar that salem has.
  
 |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, halves 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
?| November Echo Setteseven = 2+| November Echo Setteseven = 2 <!-- +5% AA damage -->
?| Mike Yankee Soxisix = +| Mike Yankee Soxisix = <!-- Secondaries: +5% range, -5% reload, -5% dispersion-->
?| India X-Ray = 1+| India X-Ray = 1 <!-- +1/0.5% (160mm) fire, +5% you detonate -->
?| Juliet Whiskey Unaone = +| Juliet Whiskey Unaone = <!-- +15% flood, +5% you detonate -->
?| Victor Lima = 2+| Victor Lima = 2 <!-- +1/0.5% (160mm) fire, +4% flood -->
?| Hotel Yankee = +| Hotel Yankee = <!-- ram someone -->
 + 
 +| November Foxtrot = 2 <!-- -5% Consumables reload -->
 +| Sierra Mike = 3 <!-- +5% speed -->
 +| India Delta = 3 <!-- +20% HP from Repair Party -->
 +| Juliet Yankee Bissotwo = 1 <!-- -20% flood duration -->
 +| India Yankee = 2 <!-- -20% Fire duration -->
 +| Juliet Charlie = 1 <!-- No Detonate -->
  
?| November Foxtrot = 2+| X-Ray Papa Unaone = <!-- +15% Smoke Gen action time -->
?| Sierra Mike = 3+| Sierra Bravo = 1 <!-- +10% Hydro action time; -10% DFAA reload time -->
?| India Delta = 3+
?| Juliet Yankee Bissotwo = 1+
?| India Yankee = 2+
?| Juliet Charlie = 1+
  
 | Zulu = 2 | Zulu = 2
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 {{VideoYT|t1NJif6SUWU}} {{VideoYT|t1NJif6SUWU}}
 {{VideoYT|kt9nAS9KP3Y}} {{VideoYT|kt9nAS9KP3Y}}
?{{VideoYT|J27eo8t7I2A}}+{{VideoYT|ATw5-De6tVw}}
  
 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +<references />
 +<br />
 +{{AnnoWiki|content='''[https://forum.worldofwarships.com/topic/161997-premium-ship-review-103-salem/ LittleWhiteMouse's Premium Ship Review: ''Salem''] from the NA forums''' (partly based on incomplete information).}}<br />
 +
 +:* [https://en.wikipedia.org/wiki/USS_Salem_(CA-139) USS ''Salem'' (CA-139) - Wikipedia]
 +:* [https://en.wikipedia.org/wiki/Des_Moines-class_cruiser ''Des Moines''-class cruiser - Wikipedia]
 +:* [https://worldofwarships.com/en/news/community/salem-away/ Monthly Wiki Spotlight - Salem - News - World of Warships]
 +:* [https://worldofwarships.com/en/news/general-news/naval-legends-uss-salem/ Naval Legends: USS Salem - News - World of Warships]
 +:* [https://www.youtube.com/watch?v=auoadbNz0dM Naval Legends: USS Salem - World of Warships Official Channel - YouTube]
 +<br />
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h2>Ship Change Log</h2></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 +See [[Changelogs_for_World_of_Warships|here]] for links to Update notes.
 +*Available for testing by supertesters in the game starting from Update 0.6.14.
 +*Update 0.7.6:
 +**available for purchase in the Armory for 240,000 Coal.
 +*Update 0.8.11:
 +**the operating time of the Surveillance Radar consumable was increased from 25 to 40 s.
 +*Update 0.9.2:
 +**armor thickness changes: side armor increased from 27 mm to 30 mm.
 +*Update 0.9.5:
 +**small changes to geometry and textures.
 +*Update 0.9.10:
 +**the distribution of HP in the hull was slightly updated.
 +*Update 0.10.0:
 +**the firing range of the secondary battery was increased to 7.3 km.
 +*Update 0.10.3:
 +**the horizontal firing angles of the bow guns were fixed - now they are both 149 degrees.
 +</div></div></div>
 [[Category:Premium ships]] [[Category:Premium ships]]
 }}<!-- 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 19:35, 14 August 2021

Salem
Salem_wows_main.jpg
Cruiser | U.S.A. | Tier X
Tech Tree Position
Salem_icon_small.png
General
Purchase priceSpecial 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 Shell%
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 Range13.44 km.
Air Detectability Range7.9 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
X
Ship_PASC710_Salem.png
Special

Salem — American special 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 CoalCoal.

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)
Salem49,70062033612/6 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk10 mod. 10 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
Airstrike 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

Warning. The data presented in the AA Defense sidebar section is incorrect.

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 RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. (with a 10.0 km range), Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft., or Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range. for her Slot 3 consumable, and equips the standard version of Repair PartyWhile 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 RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. (with a 8.5 km range) or Hydroacoustic SearchWhile 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 mediocre AA suite is only a touch worse than Des Moines’, as Salem here is rendered without her short-range 20mm Oerlikons. With mediocre handling characteristics and the utility offered by her consumables, Salem is an excellent support ship and a late-game terror. She serveswell as an 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 a short time.

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:

  • An insane rate of fire for such heavy guns.
  • High shell arcs make firing over islands easier.
  • AP SHS (super-heavy shells) can retain pen and with American heavy cruiser ricochet angles(60-67.5) and can tear up all targets, especially in close.
  • A mediocre AA suite that turns solid when the Defensive AA Fire consumable is activated.
  • Contrary to the sidebar data on this page, Salem's long-range AA artillery reaches out to 5.8km.
  • 27mm of armor protects against 15-inch guns, 30mm of midsection protects against 16-inch guns; citadel is protected by a thick 152mm belt and a 127mm transverse bulkhead.
  • Specialized Repair TeamsWhile active, restores a percentage of the ship's health points each second. with up to 48% of the 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:

  • Short ranged main battery with a stock reach of 15.8km.
  • High shell arcs make hitting targets at range tricksy.
  • Slow turret rotation for a cruiser.
  • No torpedoes.
  • Citadel is above water and easy to hit when showing broadside, and all 431mm or larger guns can overmatch her armor, making her exceedingly vulnerable.
  • Poor torpedo defense (7%).
  • Mediocre agility.
  • Surveillance Radar has a relatively short range (8.5 km).
  • 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 half decent 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.

Slot 2 could better used for Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time..


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

Slot 2Salem's radar has shorter range than others, it is better to pick Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. 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 may prefer Main Battery Modification 2 : +15% to main battery traverse speed., particularly since Main Battery Modification 3 in Slot 6 slows the turrets.

The recommended upgrades for a maximum Anti-aircraft build:

AA Guns Modification 1 for Slot 3 lowers the priority sector prep time (cooldown) from 10 seconds to 8 seconds, so another choice in this slot is justifiable.

Commander Skills

Consumables

Salem can equip the following consumables:

In Slot 3, choose Hydroacoustic Search because it is simply better than the 8.5km radar that salem has.

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, halves 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.


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


Ship Change Log


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