Welcome to Wargaming.net Wiki!
Variants
In other languages

Salem

Jump to: navigation, search
Salem
Salem_wows_main.jpg
Cruiser | U.S.A. | Tier X
Tech Tree Position
Salem_icon_small.png
General
Purchase price35,000 Credits
Hit Points49,700 
Main Battery
203 mm/55 Mk163 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 Mk326 х 2 pcs.
Firing Rangekm.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Initial HE Shell Velocity792 m./s.
Chance of Fire on Target Caused by HE Shel%
AA Defense
76.2 mm/50 Mk332 х 2 pcs.
. . . Average Damage per Second41.6 
. . . Firing Range3.99 km.
76.2 mm/50 Mk3310 х 2 pcs.
. . . Average Damage per Second208 
. . . Firing Range3.99 km.
127 mm/38 Mk326 х 2 pcs.
. . . Average Damage per Second90.6 
. . . Firing Range5.01 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius770 m.
Rudder Shift Time8.6 sec.
Concealment
Surface Detectability Range13.86 km.
Air Detectability Range7.9 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
X
Ship_PASC710_Salem.png
35,000

Salem — American 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 Arsenal.

Modules

Main Battery 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 Mk1610.9301422,800145,000 00
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Salem49,70062033612/60 00
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk10 mod. 1015.8 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 120,000 hp33 00

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 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 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3
 Slot 6  AA Guns Modification 2 Main Battery Modification 3 Gun Fire Control System Modification 2 Secondary Battery Modification 2

Player Opinion

Performance

The first Tier X premium in the game, Salem 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 Salem’s minor quirks fairly quickly.

The largest difference between the two comes in the form of consumable choices. Des Moines can choose between Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) (with a 9.9 km range), Catapult Fighter (While active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.), or Spotting Aircraft (While active, a spotter plane circles the ship enhancing main battery firing range.) for her Slot 3 consumable, and equips the standard version of Repair Party (While active, restores a fixed percentage of a ship's hit points each second.); Salem — who wasn't completed with her aircraft catapults installed — eschews aircraft entirely and has access to either Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) (with a 8.5 km range) or Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) in Slot 3, and equips a Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) 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. Enemy aircraft carriers don't enjoy seeing a Salem on the other team either; her impressive AA suite is only a touch worse than Des Moines’, as Salem here is rendered without her short-range 20mm Oerlikons. With good handling characteristics and the utility offered by her consumables, Salem is an excellent support ship and a late-game terror. She serves equally well as both an anti-air and anti-destroyer screening vessel; however, unlike Des Moines, Salem’s radar is not nearly as useful in assisting in the destruction of enemy destroyers due to it's shorter range.

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

Salem possesses a stronger Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) 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 Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) gives her more flexibility and survivability in the event of positioning mistakes, captains should not be relying it to keep them alive in situations that Des Moines couldn't survive.

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


Pros:

  • Fast firing guns, like her sister ship (5.5 seconds base reload).
  • 27mm of armor protects against 15-inch guns, citadel is protected by a thick 152mm belt.
  • Strong AA (though slightly weaker than Des Moines).
  • High shell arcs give her guns a lot of utility and make firing over islands easier.
  • Buffed Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) gives Salem much more survivability when compared to Des Moines (up to 48% of her health pool restored by each charge).
  • AP shells have more forgiving angles for ricochet prevention.
  • Very high chances to set fires.

Cons:

  • High shell arcs make leading shots more difficult.
  • Citadel is above water and easy to hit when showing broadside, and all 16 inch guns can overmatch her armor.
  • Salem shares the same Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) 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.
  • No Unique Upgrade (being the first tier X ship without one).
  • Requires 240,000 Coal to purchase (can be reduced to 180,000 with a coupon).

Research

As a premium ship, Salem doesn't have any upgrades to research.

Optimal Configuration

Upgrades

The recommended upgrades for Salem are as follows:

Slot 1 provides Salem with two viable options. Main Armaments Modification 1 (-20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time.) 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 (+100% to secondary battery survivability. / +100% to AA mounts survivability.) to increase the survivability of the anti-aircraft armament.

Slot 3 allows for further specialization in the desired role. For builds focusing on gunnery, Aiming Systems Modification 1 (-7% to maximum dispersion of main battery shells. / +20% to torpedo tubes traverse speed. / +5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary shells.) 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 (+2 to number of explosions produced by salvos from medium- and long-range AA defenses.).

Slot 6 provides Salem with further specialization in her chosen role. Main Battery Modification 3 (-12% to main battery loading time. / -13% to the main battery traverse speed.) 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 (+16% to main battery maximum firing range.) 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 (+15% continuous damage from all AA mounts. / +15% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.).

Commander Skills

As Salem shares many of the same characteristics as Des Moines, key skills for Salem commanders are the same: Jack of All Trades, Superintendent, and Advanced Firing Training.

Consumables

Salem can equip the following consumables:

Premium version of all consumables are useful to reduce the cooldowns. Salem has the option to choose between Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) and Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.); Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) is useful for exposing enemy ships that are concealed near her, and Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) is useful for detecting torpedoes.

Camouflage

As a premium ship, Salem comes included with 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

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.) flags are 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 can be mounted to increase the ship's economic gains per battle.

Gallery

Historical Info

Historical Gallery

Video

References


Ships of U.S.A.
Destroyers  II Sampson • II Smith Doubloons • III Wickes • IV Clemson • V Nicholas • V Hill Doubloons • VI Farragut • VI Monaghan Doubloons • VII Mahan • VII Sims Doubloons • VIII Benson • VIII Kidd Doubloons • IX Fletcher • IX Benham Doubloons • IX Black Doubloons • X Gearing • X Somers 
Cruisers  I Erie • II Chester • II Albany Doubloons • III St. Louis • III Charleston Doubloons • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Pensacola • VI Dallas • VII Atlanta Doubloons • VII New Orleans • VII Helena • VII Indianapolis Doubloons • VII Boise Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • VIII Wichita Doubloons • VIII AL Montpelier Doubloons • IX Buffalo • IX Seattle • IX Alaska • X Des Moines • X Worcester • X Salem 
Battleships  III South Carolina • IV Wyoming • IV Arkansas Beta Doubloons • V New York • V Texas Doubloons • VI New Mexico • VI Arizona Doubloons • VI W. Virginia 1941 Doubloons • VII Colorado • VIII North Carolina • VIII Alabama Doubloons • VIII Massachusetts Doubloons • VIII Massachusetts B Doubloons • VIII Alabama ST • IX Iowa • IX Missouri • IX Georgia Doubloons • X Montana • X Ohio 
Aircraft Carriers  IV Langley • VI Ranger • VIII Lexington • VIII Enterprise Doubloons • VIII Saipan Doubloons • X Midway
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryū • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • V Yahagi • VI Aoba • VII Myōkō • VII ARP Myōkō • VII ARP Ashigara • VII ARP Haguro • VII Southern Dragon • VII Eastern Dragon • VII ARP Nachi • VIII Mogami • VIII Atago Doubloons • VIII Atago B Doubloons • VIII ARP Takao • IX Ibuki • IX Azuma • X Zaō • X Yoshino 
U.S.A.  I Erie • II Chester • II Albany Doubloons • III St. Louis • III Charleston Doubloons • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Pensacola • VI Dallas • VII Atlanta Doubloons • VII New Orleans • VII Helena • VII Indianapolis Doubloons • VII Boise Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • VIII Wichita Doubloons • VIII AL Montpelier Doubloons • IX Buffalo • IX Seattle • IX Alaska • X Des Moines • X Worcester • X Salem 
U.S.S.R.  I Orlan • II Diana Doubloons • II Diana Lima Doubloons • II Novik • III Aurora Doubloons • III Bogatyr • III Oleg Doubloons • III Varyag Doubloons • IV Svietlana • V Murmansk Doubloons • V Kirov • V Krasny Krym Doubloons • VI Budyonny • VI Molotov Doubloons • VI Admiral Makarov Doubloons • VII Shchors • VII Lazo Doubloons • VIII Chapayev • VIII Mikhail Kutuzov Doubloons • IX Dmitri Donskoi • IX Kronshtadt • X Moskva • X Stalingrad • X Smolensk 
Germany  I Hermelin • II Dresden • II Emden Doubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf Spee Doubloons • VI HSF Admiral Graf Spee Doubloons • VII Yorck • VIII Admiral Hipper • VIII Prinz Eugen Doubloons • IX Roon • IX Siegfried • X Hindenburg 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Exeter Doubloons • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De Grasse Doubloons • VII Algérie • VIII Charles Martel • VIII Bayard Doubloons • IX Saint-Louis • X Henri IV • X Colbert 
Poland  
Pan-Asia  I Chengan • VI Huanghe Doubloons • VIII Irian Doubloons 
Italy  VI Duca d'Aosta Doubloons • VII Duca degli Abruzzi Doubloons 
Commonwealth  VI Perth Doubloons 
Pan-America  VII Nueve de Julio Doubloons