Welcome to Wargaming.net Wiki!
Variants

Salem

Jump to: navigation, search
Revision as of 08:47, 19 February 2019
AA Guns Modification 1
Latest revision as of 16:24, 8 November 2023 
54 intermediate revisions by 15 users not shown
Line 2:Line 2:
 <!-- 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=''{{#var:ship_name}}'' was first released for sale with [[Ship:Update 0.7.6|Update 0.7.6]] and is available exclusively in the [[Ship:Armory|Armory]] for {{Coal}}&thinsp;Coal.
 +|Anno=
  
 +|Performance={{AA Sidebar Warning Insert}}
  
?|Anno=<!-- you can write below short description for the ship. it will replace default once. -->+The first non-tech tree Tier X ship<ref>"Special" ships generally are those 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.
?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]].+
  
?|Performance=<!-- write text about performance in battles below -->+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 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.+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.
  
?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. +Enemy aircraft carriers don't enjoy seeing a ''{{#var:ship_name}}'' on the other team either; her adequate AA suite<ref>While the 8-inch Mk.16 guns of the ''Des Moines'' class are dual purpose, they were never used in that role and are not represented as such in ''World of Warships''.</ref> is only a touch worse than ''Des Moines''’, as ''{{#var:ship_name}}'' here is rendered without her short-range 20mm Oerlikons.
  
?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.+With the handling characteristics befitting her size 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 as useful in assisting in the detection of enemy destroyers due to it's shorter range.
  
?''{{#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.+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 &mdash; more commonly &mdash; snuggle up to an island and point her bow at the enemy, while presenting a relatively small target profile. Exploiting this technique allows her captain 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. And the high rate of fire of her HE shells can burn any battleship to the waterline.
  
?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.+''{{#var:ship_name}}'' possesses a stronger repair consumable than ''Des Moines'', functioning identically 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.
  
?{{AnnoWiki|content=+Unlike most other Tier X cruisers, ''{{#var:ship_name}}'' cannot effectively fight as an anti-surface combatant in open water, and her slower shells 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 well, ''{{#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.
?'''[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) retain penetration at range, and with superior ricochet angles (60-67.) can tear up all but the most heavily armored targets, especially in close.
?* High shell arcs give her guns a lot of utility and make firing over islands easier.+* A fair-to-good 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.
 +* 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=<!-- 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 module upgrades 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 AA suite does support a reasonable 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''': {{Engine Room Protection}}&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}}
 + 
 +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}}.
 + 
 +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.
 + 
 +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''': {{Engine Room Protection}}&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; 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.
  
?'''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 significantly.
  
?'''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+Consider <u>Outnumbered</u> for a flank holding role. Because serious damage to ''{{#var:ship_name}}'' tends to be catastrophic, i.e. from unseen torpedoes or heavy battleship guns, the extra heal from <u>Superintendent</u> is not as powerful as it first appears.
?| Priority Target = 3+
?| Preventative Maintenance = 2+
?| Expert Loader = +
?| Aircraft Servicing Expert = +
?| Direction Center for Catapult Aircraft = +
?| Dogfighting Expert = +
?| Incoming Fire Alert = 1+
?| Evasive Maneuver = +
  
?| 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 = 1 <!-- Consumables Specialist -->
?| Expert Rear Gunner = +| rating14 = <!-- Gun Feeder -->
?| Adrenaline Rush = 3+| rating15 = 1 <!-- Incoming Fire Alert -->
?| Last Stand = +| rating16 = 1 <!-- Last Stand -->
  
?| Basics of Survivability = 1+| rating21 = 2 <!-- Pyrotechnician -->
?| Survivability Expert = 1+| rating22 = 0 <!-- Fill the Tubes -->
?| Torpedo Armament Expertise = +| rating23 = <!-- Consumables Enhancements -->
?| Emergency Takeoff = +| rating24 = 0 <!-- Eye in the Sky -->
?| Basic Firing Training = 2+| rating25 = 2 <!-- Priority Target -->
?| Superintendent = 3+| rating26 = 2 <!-- Expert AA Marksman -->
?| Demolition Expert = 3+
?| Vigilance = 1+
  
?| Manual Fire Control for Secondary Armament = +| rating31 = <!-- Heavy HE and SAP Shells -->
?| Fire Prevention = +| rating32 = <!-- Pack a Punch -->
?| Inertia Fuse for HE Shells = +| rating33 = 3 <!-- Adrenaline Rush -->
?| Air Supremacy = +| rating34 = 2 <!-- Heavy AP Shells -->
?| Advanced Firing Training = 3+| rating35 = 1 <!-- Superintendent -->
?| Manual Fire Control for AA Armament = 2+| rating36 = 1 <!-- Survivability Expert -->
?| Radio Position Finding = 2+ 
?| Concealment Expert = 3+| rating41 = 2 <!-- Top Grade Gunner -->
 +| rating42 = 1 <!-- Outnumbered -->
 +| rating43 = 1 <!-- Radio Location -->
 +| rating44 = <!-- Inertial Fuse for HE Shells -->
 +| rating45 = 3 <!-- Concealment Expert -->
 +| rating46 = 1 <!-- AA Gunner -->
 }} }}
  
Line 111:Line 125:
 * '''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 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={{Prem Ship Camo Insert|shiptier=10}}
?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. +
  
 |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.
?{{Signal Flags+
?| November Echo Setteseven = 2+
?| Mike Yankee Soxisix = +
?| India X-Ray = 1+
?| Juliet Whiskey Unaone = +
?| Victor Lima = 2+
?| Hotel Yankee = +
  
?| November Foxtrot = 2+{{Signal Flags
?| Sierra Mike = 3+| November Echo Setteseven = 2 <!-- +5% AA damage -->
?| India Delta = 3+| Mike Yankee Soxisix = <!-- Secondaries: +5% range, -5% reload, -5% dispersion-->
?| Juliet Yankee Bissotwo = 1+| India X-Ray = 1 <!-- +1/0.5% (160mm) fire, +5% you detonate -->
?| India Yankee = 2+| Juliet Whiskey Unaone = <!-- +15% flood, +5% you detonate -->
?| Juliet Charlie = 1+| Victor Lima = 2 <!-- +1/0.5% (160mm) fire, +4% flood -->
 +| Hotel Yankee = 1 <!-- ram someone -->
  
?| Zulu = 2+| November Foxtrot = 2 <!-- -5% Consumables reload -->
?| India Bravo Terrathree = 2+| Sierra Mike = 3 <!-- +5% speed -->
?| Equal Speed Charlie London = 3+| India Delta = 3 <!-- +20% HP from Repair Party -->
?| Zulu Hotel = 2+| Juliet Yankee Bissotwo = 1 <!-- -20% flood duration -->
?| Papa Papa = 1+| India Yankee = 2 <!-- -20% Fire duration -->
 +| Juliet Charlie = 3 <!-- No Detonate -->
  
?| Wyvern = 2+| X-Ray Papa Unaone = <!-- +15% Smoke Gen action time -->
?| Red Dragon = 3+| Sierra Bravo = 1 <!-- +10% Hydro action time; -10% DAAF reload time -->
?| Dragon Flag = 3+
?| Ouroboros = 2+
?| Hydra = 3+
 }}  }}
  
Line 204:Line 209:
 The ''[[Des Moines]]''-class cruisers could be seen as the culmination of all the efforts the United States Navy put into designing heavy cruisers to serve their purposes. Therefore unsurprisingly, the ''Des Moines''-class was a continuation of the progress made on the previous class: the ''[[Baltimore]]''-class.  The ''[[Des Moines]]''-class cruisers could be seen as the culmination of all the efforts the United States Navy put into designing heavy cruisers to serve their purposes. Therefore unsurprisingly, the ''Des Moines''-class was a continuation of the progress made on the previous class: the ''[[Baltimore]]''-class.
  
?In comparison to her predecessors, the new class of cruisers could be seen as being larger, having an improved machinery layout similar to those found on USN battleships, and increased protection with the addition of a “bomb-deck”; designed to detonated steep-angle bombs before they plunge into critical spaces. +Compared to her predecessors, the new class of cruisers is larger, with an improved machinery layout similar to those found on USN battleships, and increased protection with the addition of a “bomb-deck” designed to detonate steep-angle bombs before they plunge into critical spaces.
  
?But the most significant detail of the new class of heavy cruisers is the incorporation of a new main battery of 8”/55 caliber guns capable of auto-loading. In a certain aspect, it could be argued that the entire ship was designed with the sole purpose of housing this new armament. Work began as early as late 1943 to transfer the work done on the research of 6” auto-loading cannons and attempt to incorporate the same features into 8” heavy cruiser armament. +But the most significant detail of the new class of heavy cruisers is the incorporation of a new main battery of auto-loading 8”/55 caliber guns. In fact, it could be argued that the entire ship was designed with the sole purpose of housing this new armament. Work began as early as late 1943 to transfer the work done on the research of 6” auto-loading cannons and attempt to incorporate the same features into 8” heavy cruiser armament.
  
 The characteristics in question were appealing: tests of the Mk 16 guns showed that in sustained fire drills they could maintain a rate of fire of seven shots a minute, which was twice as much as any other heavy cruiser in the fleet. Furthermore, the loading machinery allowed the guns to be serviced even at high angles of elevation, which meant that the main armament could have some ability to engage enemy air elements if need be.  The characteristics in question were appealing: tests of the Mk 16 guns showed that in sustained fire drills they could maintain a rate of fire of seven shots a minute, which was twice as much as any other heavy cruiser in the fleet. Furthermore, the loading machinery allowed the guns to be serviced even at high angles of elevation, which meant that the main armament could have some ability to engage enemy air elements if need be.
  
?Early on the Board of Ordinance planned upon the construction of 2-3 gun turrets and mounts to house them; a 3-gun solution deemed most ideal. The motivation behind this technological marvel stemmed at the inability of then-wartime heavy cruisers to hit fast-moving Japanese warships in night engagements; the rate-of-fire was simply inadequate. Despite the apparent necessity, the design for a new cruiser to house the triple-gun turret was not rushed as, by then the war was in the Allies’ favor, and the Navy wished to provide a post-war service with a satisfactory warship. +Early on the Board of Ordinance planned upon the construction of 2-3 gun turrets and mounts to house them; a 3-gun solution deemed most ideal. The motivation behind this technological marvel stemmed at the inability of then-wartime heavy cruisers to hit fast-moving Japanese warships in night engagements; the rate-of-fire was simply inadequate. Despite the apparent necessity, the design for a new cruiser to house the triple-gun turret was not rushed as by then the war was in the Allies’ favor and the Navy wished to provide a post-war service with a satisfactory warship.
  
?To round off the suite of armaments for the new class of cruisers, the ships incorporated the same mid-calibre battery as that of her predecessors in the form of 6 twin 5”/38 Mk 12 guns, and the extra deck space of the larger cruisers meant that the ''Des Moines''-class could carry up to 12 twin 3”/50 caliber Mk 33 guns for close range anti-aircraft defense; an upgrade from the venerable 40mm Bofors autocannon. +To round off the suite of armaments for the new class of cruisers, the ships incorporated the same mid-caliber battery as that of her predecessors in the form of six twin 5”/38 Mk 12 guns, and the extra deck space of the larger cruisers meant that the ''Des Moines''-class could carry up to 12 twin 3”/50 caliber Mk 33 guns for close range anti-aircraft defense; an upgrade from the venerable 40mm Bofors autocannon.
  
 USS ''Salem'' (CA-139) was the second of the three completed ''Des Moines''-class heavy cruisers. Laid down on Independence Day, 1945 by the Bethlehem Steel Corporation in Quincy, Massachusetts, she was launched on 25 March 1947 and commissioned into the United States Navy on 14 May 1949.  USS ''Salem'' (CA-139) was the second of the three completed ''Des Moines''-class heavy cruisers. Laid down on Independence Day, 1945 by the Bethlehem Steel Corporation in Quincy, Massachusetts, she was launched on 25 March 1947 and commissioned into the United States Navy on 14 May 1949.
Line 221:Line 226:
 ===Historical Inaccuracies=== ===Historical Inaccuracies===
 * ''Salem'' was never camouflaged as she was commissioned after World War II. * ''Salem'' was never camouflaged as she was commissioned after World War II.
?* Permanent camouflage scheme is actually the historical camouflage of USS ''Guam'', an ''[[Alaska]]''-class cruiser.+* The in-game permanent camouflage scheme is actually that of USS ''Guam'', an ''[[Alaska]]''-class cruiser.
  
 |HistoricalGallery=<!-- write below list of files with description (if necessary) separated with | --><gallery> |HistoricalGallery=<!-- write below list of files with description (if necessary) separated with | --><gallery>
Line 236:Line 241:
 {{VideoYT|t1NJif6SUWU}} {{VideoYT|t1NJif6SUWU}}
 {{VideoYT|kt9nAS9KP3Y}} {{VideoYT|kt9nAS9KP3Y}}
?{{VideoYT|J27eo8t7I2A}}+{{VideoYT|ATw5-De6tVw}}
  
 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +<references />
 +<br />
 +{{AnnoWiki|content='''[https://www.devstrike.net/topic/1195-premium-ship-review-salem/ LittleWhiteMouse's Premium Ship Review: ''{{#var:ship_name}}'']''' (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] Nov 2018
 +:* [https://worldofwarships.com/en/news/general-news/naval-legends-uss-salem/ Naval Legends: USS Salem - News - World of Warships] June 2015
 +:: [https://youtu.be/auoadbNz0dM Video from the above]
 +:* [https://youtu.be/d6a-2P1fvMQ The 8in Automatic Guns of USS Salem] - Tour of the ship's main battery. Nov 2021
 +
 +
 +{{WoWS Ship Changelog Insert|1=
 +{{WoWS Ship Testing Changes Insert|1=
 +*<span class="plainlinks">[https://www.facebook.com/wowsdevblog/posts/pfbid0sWXL8GMHm253ytxuhfMhMWvjAodch3WJaWwFDnKaBhJn7iBmW5Ee74pLLkM3SuFNl November 7, 2017]</span>:
 +**Preliminary characteristics.
 +*<span class="plainlinks">[https://www.facebook.com/wowsdevblog/posts/pfbid033Kwk2zH8gjBZZ6VcysaVkPrjegfhWFPeUUoGADpyj3Q8M18rkf55QrCAgeVqZXVDl November 23, 2017]</span>:
 +**The Damage Control Party consumable's cooldown was decreased from 90 to 60 s, and from 60 to 40 s for the premium version.
 +*<span class="plainlinks">[https://www.facebook.com/wowsdevblog/posts/pfbid0gazjupmn8RExXkNBnJNiAZSmzGZpKkm2bgtJbiLA4oxSG8EBqiVXgZwE7ZztTG9jl December 13, 2017]</span>:
 +**Surveillance Radar consumable characteristics changed to:
 +***20 seconds duration.
 +***7.5km range.
 +***180 seconds cooldown, 120 seconds cooldown with premium consumable.
 +***2 charges stock, 3 charges with premium consumable.
 +**Repair Party consumable characteristics changed to:
 +***20 seconds duration.
 +***120 seconds cooldown, 80 seconds cooldown with premium consumable.
 +***2 charges stock, 3 charges with premium consumable.
 +*<span class="plainlinks">[https://www.facebook.com/wowsdevblog/posts/pfbid0Kk9cDFyLAY9vR81KqHcGj1VVaDPKeYXhoLLjyEfsFJys2M35eGMo2KM1QyxZxDWol December 14, 2017]</span>:
 +**Repair Party consumable characteristics changed to:
 +***20 seconds duration.
 +***2% of maximum HP healed per second.
 +****33% citadel damage queued.
 +****50% penetration damage queued.
 +****100% fire and flooding damage queued.
 +***120 seconds cooldown, 80 seconds cooldown with premium consumable.
 +***2 charges stock, 3 charges with premium consumable.
 +*<span class="plainlinks">[https://www.facebook.com/wowsdevblog/posts/pfbid0vrbBNQWoUG3A1c7KxsF3seABnA4mgSd4bepJmGrgjzkLPN2QwTXotTmE9gLvB2EPl December 31, 2017]</span>:
 +**Hydroacoustic Search consumable moved to share a slot with the Surveillance Radar consumable.
 +**Hydroacoustic Search consumable characteristics changed:
 +***Ship detection range increased from 4.92km to 5.0km
 +***Torpedo detection range increased from 3.42km to 3.5km.
 +***Duration increased from 100 seconds to 120 seconds.
 +***Cooldown changed to 180 seconds, 120 seconds with premium consumable.
 +***Charges changed to 2 stock, 3 stock with premium consumable.
 +**Surveillance Radar consumable characteristics changed:
 +***Range increased from 7.5km to 8.5km
 +***Duration increased from 20 seconds to 25 seconds.
 +***Cooldown changed to 180 seconds, 120 seconds with premium consumable.
 +***Charges changed to 2 stock, 3 stock with premium consumable.
 +}}
 +*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 changed: side armor increased from 27 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 rearward firing angles of the bow turrets were fixed: now they are both 149 degrees.
 +}}
 [[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 -->

Latest revision as of 16:24, 8 November 2023

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.

USS Salem, a Des Moines-class cruiser, served mainly in the Mediterranean from 1950 to 1956, serving as the flagship of the U.S. 6th and 2nd Fleets on a regular basis. In 1956, she "starred" as German cruiser Admiral Graf Spee in the "Pursuit of the Graf Spee" film. In 1994, the cruiser was decommissioned and converted into a museum ship, which is now located in Quincy, Massachusetts.

Salem was first released for sale with Update 0.7.6 and is available exclusively in 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)
Salem49,70062033612/6 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 may be incorrect.
Refer to the in-game Port screens for more useful data.


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 adequate AA suite[2] is only a touch worse than Des Moines’, as Salem here is rendered without her short-range 20mm Oerlikons.

With the handling characteristics befitting her size 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 detection 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 her captain 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. And the high rate of fire of her HE shells can burn any battleship to the waterline.

Salem possesses a stronger repair consumable than Des Moines, functioning identically 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 shells 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 well, 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) retain penetration at range, and with superior ricochet angles (60-67.5°) can tear up all but the most heavily armored targets, especially in close.
  • A fair-to-good 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.
  • 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 module upgrades 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 AA suite does support a reasonable 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 : -40% rudder shift time. / -80% repair time. in Slot 5. Torpedo Lookout System 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 :  +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 may prefer Main Battery Modification 2 : +15% to main battery traverse speed., particularly since Main Battery Modification 3 in Slot 6 slows the turrets significantly.

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

Consider Outnumbered for a flank holding role. Because serious damage to Salem tends to be catastrophic, i.e. from unseen torpedoes or heavy battleship guns, the extra heal from Superintendent is not as powerful as it first appears.

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 Default permanent camouflage and a set of permanent combat bonuses.

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.


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

Gallery

Historical Info

Historical Gallery

Video

References

  1. "Special" ships generally are those 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. While the 8-inch Mk.16 guns of the Des Moines class are dual purpose, they were never used in that role and are not represented as such in World of Warships.


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

Video from the above


Ship Change Log

See here for links to Update notes.

Testing Changes

  • November 7, 2017:
    • Preliminary characteristics.
  • November 23, 2017:
    • The Damage Control Party consumable's cooldown was decreased from 90 to 60 s, and from 60 to 40 s for the premium version.
  • December 13, 2017:
    • Surveillance Radar consumable characteristics changed to:
      • 20 seconds duration.
      • 7.5km range.
      • 180 seconds cooldown, 120 seconds cooldown with premium consumable.
      • 2 charges stock, 3 charges with premium consumable.
    • Repair Party consumable characteristics changed to:
      • 20 seconds duration.
      • 120 seconds cooldown, 80 seconds cooldown with premium consumable.
      • 2 charges stock, 3 charges with premium consumable.
  • December 14, 2017:
    • Repair Party consumable characteristics changed to:
      • 20 seconds duration.
      • 2% of maximum HP healed per second.
        • 33% citadel damage queued.
        • 50% penetration damage queued.
        • 100% fire and flooding damage queued.
      • 120 seconds cooldown, 80 seconds cooldown with premium consumable.
      • 2 charges stock, 3 charges with premium consumable.
  • December 31, 2017:
    • Hydroacoustic Search consumable moved to share a slot with the Surveillance Radar consumable.
    • Hydroacoustic Search consumable characteristics changed:
      • Ship detection range increased from 4.92km to 5.0km
      • Torpedo detection range increased from 3.42km to 3.5km.
      • Duration increased from 100 seconds to 120 seconds.
      • Cooldown changed to 180 seconds, 120 seconds with premium consumable.
      • Charges changed to 2 stock, 3 stock with premium consumable.
    • Surveillance Radar consumable characteristics changed:
      • Range increased from 7.5km to 8.5km
      • Duration increased from 20 seconds to 25 seconds.
      • Cooldown changed to 180 seconds, 120 seconds with premium consumable.
      • Charges changed to 2 stock, 3 stock with premium consumable.
  • 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 changed: side armor increased from 27 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 rearward firing angles of the bow turrets were fixed: now they are both 149 degrees.

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