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San Martín

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Revision as of 17:56, 28 March 2023
Updated consumables
Revision as of 17:04, 22 May 2023
12.4 changes
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 {{SupershipInfoBox {{SupershipInfoBox
 |name=Consumable Operational Readiness |name=Consumable Operational Readiness
?|icon=SatsumaCombatInstruction.png+|icon=PanAmCombatInstructions.png
 |description=San Martin is equipped with the '''Consumable Operational Readiness''' combat instruction, which provides a significant reduction to consumable reload time. It can be activated after repeatedly hitting enemy ships with main battery shells. |description=San Martin is equipped with the '''Consumable Operational Readiness''' combat instruction, which provides a significant reduction to consumable reload time. It can be activated after repeatedly hitting enemy ships with main battery shells.
 |requirements=Can only be used after hitting enemy ships with any main battery hits.<br>Required hits per salvo: 1<br>Progress per action: 3% |requirements=Can only be used after hitting enemy ships with any main battery hits.<br>Required hits per salvo: 1<br>Progress per action: 3%
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 *Action time: 30 seconds *Action time: 30 seconds
 }} }}
 +
 +Topping off the Pan American cruiser line, ''{{#var:ship_name}}'' is the peak of the consumables-focused play style developed across the preceding cruisers. Based on a combination of preliminary ''Worcester''-class designs, she shares many traits with her American cousin mixed with some elements of the ''Minotaur'' line.
 +
 +Most notably, she features the Combat Instruction mechanic, which significantly reduces the cooldown of all consumables.
 +
 +==== Armament ====
 +
 +''{{#var:ship_name}}'s'' main battery is fairly standard for a light cruiser, but with some interesting twists. She mounts ten 152 mm guns in four turrets &mdash; two triple and two superfiring twin turrets. Her 15.5 km main battery and 6 second reload are both average for a Tier X light cruiser. But while most cruisers have HE shells, ''{{#var:ship_name}}'' only carries AP. Although she has high per-shell damage for a light cruiser, her total DPM is lower than most Tier X light cruisers.
 +
 +Like the British light cruisers, her AP shells have significantly improved penetration angles &mdash; 60-75° compared to 45-60° for most cruisers. However, she lacks the reduced fuse timer and arming threshold that makes ''[[Minotaur]]'' so effective against destroyers. She will have little trouble damaging broadside cruisers and battleships, but enemy destroyers can generally ignore her as she will likely overpenetrate and deal minimal damage.
 +
 +But not all is hopeless for her main battery. ''{{#var:ship_name}}'' uses ''destroyer'' dispersion like ''[[Zao]]'' and ''[[Smolensk]]'', so her guns are very accurate for a cruiser. She also has better ballistics than most light cruisers, allowing her to comfortably engage distant targets without needing to lead as much.
 +
 +Unlike ''[[Worcester]]'', ''{{#var:ship_name}}'' carries torpedoes, with one quintuple launcher per side. Her torpedoes have an average 106 second reload and 10.5 km range. Although their 1.4 km detection is slightly high, they’re fast at 66 knots, giving targets little time to react and dodge. And with a maximum damage of 17,500 per torpedo, they hurt when they hit. With a full concealment build, she has a 1.5 km stealth torpedo range, and despite only firing five per side, she has decent rear angles that make them particularly strong if she has to kite away.
 +
 +''{{#var:ship_name}}'' carries a standard ASW airstrike for Tier X. She has two charges that reload in 30 seconds each, with an 8km range and two bombs per charge. Each bomb deals up to 4900 damage. Whereas some light cruisers (like ''Minotaur'') carry depth charges, ''{{#var:ship_name}}'s'' ASW strike gives her more flexibility when dealing with submarines.
 +
 +==== Consumables ====
 +
 +One of ''{{#var:ship_name}}'s'' greatest strengths (and most distinctive traits) is her diverse consumable suite. In addition to the standard cruiser Damage Control Party, she carries a highly specialized and unique Specialized Repair Teams, a choice between Hydroacoustic Search or Defensive AA Fire, and a choice between a Spotter Aircraft or Surveillance Radar. Her Defensive AA Fire and Spotter Aircraft are the normal versions carried by most cruisers.
 +
 +''{{#var:ship_name}}'s'' Specialized Repair Teams may be one of the strongest “superheals” of any cruiser. It repairs 80% of all damage taken as well as 80% of all citadel damage, and can repair up to 30% of her health per charge. While other cruiser superheals can heal more total health per charge (40%), no other cruiser comes close to ''{{#var:ship_name}}'s'' penetration and citadel damage repair potential. Unlike most cruisers that only carry three charges of their Repair Party, ''{{#var:ship_name}}'' carries four. Combined with the high per-charge repair potential, ''{{#var:ship_name}}'' can be particularly difficult to kill. Like other superheals, it’s only active for 20 seconds rather than the normal 28.
 +
 +Her Short-Range Hydroacoustic Search consumable is similar to the one carried by British destroyers. It detects ships and torpedoes out to 3 km, but has a shorter 100 second action time. Due to its short range, it’s primarily a defensive tool.
 +
 +''{{#var:ship_name}}'s'' Surveillance Radar sits between the versions carried by other light cruisers. It has a 9 km range like the American light cruisers, but has a shorter action time of 25 seconds, similar to the Russian light cruisers. With a full stealth build, ''{{#var:ship_name}}'' only has a 0.1 km window between her detection and radar ranges.
 +
 +Like the preceding cruisers, ''{{#var:ship_name}}'s'' consumables have a ''very'' long cooldown (with the exception of her Damage Control Party). Her Spotting Aircraft cooldown is the normal 240 seconds, but her other consumables have a ''three minute'' cooldown by default. However, her Combat Instruction reduces this cooldown by 85%, down to 27 seconds for her heal, radar, Hydroacoustic Search, and Defensive AA Fire, and 36 seconds for her spotter plane.
 +
 +When timed correctly, her consumables become extremely potent with a super fast cooldown before another charge is available. But the rest of the time, the long cooldown can be painful.
 +
 +==== Maneuverability ====
 +
 +''{{#var:ship_name}}'s'' maneuverability is decidedly average. With a 34 knot top speed, 790 m turning circle, and 11.4 second rudder shift, she isn’t going to win any races or twirling prizes. She has enough speed to keep up with the group and is agile enough to avoid running into them. But that’s it.
 +
 +==== Survivability ====
 +
 +''{{#var:ship_name}}'' can be surprisingly durable for a light cruiser in the right situations, but players must remember that she is still a light cruiser. Her 49,800 HP is average for a Tier X cruiser but decent among light cruisers, and she inherits ''Worcester’s'' rather unimpressive armor protection. Her 25 mm bow, stern, and upper belt offer little protection against cruiser HE and battleship AP. Her 30 mm deck can bounce the occasional battleship AP shell and shatter some small-caliber HE, but is still vulnerable to cruiser HE and overmatch from 431+ mm AP shells. Her citadel is protected behind a 127 mm main belt, and extends slightly above the waterline. Although she’s less vulnerable to citadels than ships like ''Minotaur'' and ''[[Moskva]]'', she must still be careful when turning broadside to a battleship. Her torpedo protection is terrible at just 7%. Combined with her Short-range Hydroacoustic Search and AP that likes to overpenetrate thin targets, destroyers are a major threat for ''{{#var:ship_name}}''.
 +
 +The vast majority of ''{{#var:ship_name}}'s'' survivability comes from her excellent heal. Able to restore 80% of any penetration and citadel damage she takes (and usable in quick succession when combined with her combat instruction), she can withstand a lot more punishment than most cruisers. As long as she doesn’t get deleted by a battleship or surprise torpedoes, she can shrug off most damage and still be effective throughout the battle.
 +
 +Further improving ''{{#var:ship_name}}'s'' survivability is her excellent concealment. With a full concealment build, her surface detection gets as low as 9.1 km, making her the second stealthiest cruiser at Tier X behind ''Minotaur'' and one of the stealthiest in her battle. Destroyers will still outspot her, but she can sneak up on most cruisers without getting detected.
 +
 +==== Anti-aircraft ====
 +
 +''{{#var:ship_name}}'s'' AA defenses are decent overall. Her 6.9 km AA range is the highest in the game, tied with ''Worcester'', ''Minotaur'', and ''[[Alexander Nevsky]]'' at Tier X. Her 4 km mid range and 2km short range auras are more normal. However, her continuous damage is fairly average at all ranges. She produces five flak clouds, which is rather average for the tier, but uses the same high-damage flak found on ''Worcester'' and ''Minotaur''. Because of the increased AA range, she can still deal a lot of damage to attacking planes before they drop, but she can’t fully deter strikes by herself. Attacking her will be costly, but not impossible for most Tier X carriers. If she finds herself getting focused, she should seek additional allied air cover.
 +
 +Players that wish to further boost ''{{#var:ship_name}}'s'' AA defenses can opt to swap her Short-Range Hydroacoustic Search for Defensive AA Fire.
 +
 +==== Battle performance ====
 +
 +Much like the cruisers that precede her, ''{{#var:ship_name}}'' will live or die by her positioning and consumable management. Her guns are comfortable at all ranges, and potent against broadside cruisers and battleship superstructures, but she will struggle against sharply angled targets. And unlike most other light cruisers, destroyers pose a significant threat as her AP is ineffective against them. Her consumables make her a decent team support cruiser, providing vision, fire support, and AA cover for her allies.
 +
 +Like most light cruisers, she is vulnerable to deletion by battleship AP. But if she can avoid massive damage from battleships and torpedoes, she can be a difficult ship to kill. Her superheal allows her to stay in the fight and outlast her opponents with relative ease. And this is especially useful toward late game, where most cruisers are lacking the health for extended fights.
 +
 +A more passive play style, utilizing island cover and hanging back a bit from the front lines, is always a safe option for a light cruiser and ''{{#var:ship_name}}'' is no exception. But taking an aggressive position in caps or on flanks, where she can keep her guns in action and her combat instruction meter full, can be rewarding and lead to good games. If she can survive, that is…
 +
 +
  
 |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. -->
?* +* Good HP for a light cruiser
?* +* Significantly improved AP penetration angles
?* +* Destroyer dispersion with comfortable ballistics
?* +* Strong torpedoes, with the ability to stealth torpedo
 +* Decent AA defenses with long range
 +* Very stealthy
 +* Specialized Repair Teams consumable that can repair 80% of all penetration and citadel damage taken
 +* Surveillance Radar consumable
 +* Combat instruction that reduces consumable cooldown
  
 |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. -->
?* +* Limited armor protection
?* +* No HE shells
?* +* Normal AP fuse time and arming threshold
?* +* Shorter main battery range
 +* Only five torpedoes per side
 +* Average speed and agility
 +* Short Hydroacoustic Search range
 +* Very long consumable cooldown
 + 
  
 |Research= |Research=
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 The recommended upgrades are: The recommended upgrades are:
?* '''Slot 1''': +* '''Slot 1''': {{Main Armaments Modification 1}}
?* '''Slot 2''': +* '''Slot 2''': {{Engine Room Protection}} '''or''' {{Surveillance Radar Modification 1}}
?* '''Slot 3''': +* '''Slot 3''': {{Aiming Systems Modification 1}}
?* '''Slot 4''': +* '''Slot 4''': {{Propulsion Modification 1}} '''or''' {{Steering Gears Modification 1}}
?* '''Slot 5''': +* '''Slot 5''': {{Concealment System Modification 1}}
?* '''Slot 6''': +* '''Slot 6''': {{Main Battery Modification 3}}
 + 
 +For players that choose to use ''{{#var:ship_name}}'s'' Spotting Aircraft rather than her Surveillance Radar, the coal {{Hydroacoustic Search Modification 1}} or {{Defensive AA Fire Modification 1}} can be used in Slot 2 instead (with the appropriate consumable).
 + 
 +In Slot 3, players that feel ''{{#var:ship_name}}'s'' destroyer dispersion already makes her accurate enough can use either {{Main Battery Modification 2}} or {{Torpedo Tubes Modification 1}}, but {{Aiming Systems Modification 1}} is still the optimal choice to further improve her main battery performance.
 + 
 +In Slot 6, players can opt for {{Gun Fire Control System Modification 2}} if they wish to improve her firing range without sacrificing her Surveillance Radar, at the cost of lower main battery DPM and potential resulting progress loss on her combat instruction.
 + 
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
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 <!-- Ratings 1,2,3 are legit. Others are ignored. Zero might be used to remind other editors that the skill has no effect on this ship. -->  <!-- Ratings 1,2,3 are legit. Others are ignored. Zero might be used to remind other editors that the skill has no effect on this ship. -->
  
?| rating11 = <!-- Grease the Gears -->+| rating11 = 1 <!-- Grease the Gears -->
?| rating12 = <!-- Swift Fish -->+| rating12 = 1 <!-- Swift Fish -->
?| rating13 = <!-- Consumables Specialist -->+| rating13 = 2 <!-- Consumables Specialist -->
?| rating14 = <!-- Gun Feeder -->+| rating14 = 0 <!-- Gun Feeder -->
?| rating15 = <!-- Incoming Fire Alert -->+| rating15 = 1 <!-- Incoming Fire Alert -->
?| rating16 = <!-- Last Stand -->+| rating16 = 3 <!-- Last Stand -->
  
?| rating21 = <!-- Demolition Expert -->+| rating21 = 0 <!-- Demolition Expert -->
 | rating22 = <!-- Fill the Tubes --> | rating22 = <!-- Fill the Tubes -->
 | rating23 = <!-- Consumables Enhancements --> | rating23 = <!-- Consumables Enhancements -->
 | rating24 = <!-- Eye in the Sky --> | rating24 = <!-- Eye in the Sky -->
?| rating25 = <!-- Priority Target -->+| rating25 = 3 <!-- Priority Target -->
?| rating26 = <!-- Focus Fire Training -->+| rating26 = 1 <!-- Focus Fire Training -->
  
?| rating31 = <!-- Heavy HE and SAP Shells -->+| rating31 = 0 <!-- Heavy HE and SAP Shells -->
?| rating32 = <!-- Enhanced Torpedo Explosive Charge -->+| rating32 = 1 <!-- Enhanced Torpedo Explosive Charge -->
?| rating33 = <!-- Adrenaline Rush -->+| rating33 = 3 <!-- Adrenaline Rush -->
?| rating34 = <!-- Heavy AP Shells -->+| rating34 = 0 <!-- Heavy AP Shells -->
?| rating35 = <!-- Superintendent -->+| rating35 = 3 <!-- Superintendent -->
?| rating36 = <!-- Survivability Expert -->+| rating36 = 2 <!-- Survivability Expert -->
  
?| rating41 = <!-- Top Grade Gunner -->+| rating41 = 2 <!-- Top Grade Gunner -->
 | rating42 = <!-- Outnumbered --> | rating42 = <!-- Outnumbered -->
?| rating43 = <!-- Radio Location -->+| rating43 = 2 <!-- Radio Location -->
?| rating44 = <!-- Inertial Fuse for HE Shells -->+| rating44 = 0 <!-- Inertial Fuse for HE Shells -->
?| rating45 = <!-- Concealment Expert -->+| rating45 = 3 <!-- Concealment Expert -->
 | rating46 = <!-- AA Defense & ASW Expert --> | rating46 = <!-- AA Defense & ASW Expert -->
 }} }}
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 * '''Slot 3:''' {{Short-Range Hydroacoustic Search}} &ndash; 4 charges '''or''' {{Defensive AA Fire}} &ndash; 4 charges * '''Slot 3:''' {{Short-Range Hydroacoustic Search}} &ndash; 4 charges '''or''' {{Defensive AA Fire}} &ndash; 4 charges
 * '''Slot 4:''' {{Surveillance Radar}} &ndash; 4 charges '''or''' {{Spotting Aircraft}} &ndash; 4 charges * '''Slot 4:''' {{Surveillance Radar}} &ndash; 4 charges '''or''' {{Spotting Aircraft}} &ndash; 4 charges
 +
 +Note that ''{{#var:ship_name}}'s'' consumables (with the exception of her Damage Control Party) have very long cooldowns, which can be reduced via her Consumable Operational Readiness combat instruction.
  
 |Camouflage={{TT Ship Camo Insert|shiptier=10}} |Camouflage={{TT Ship Camo Insert|shiptier=10}}
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 {{Signal Flags {{Signal Flags
 <!-- The usual 1,2,3 rating; others ignored. Zero may be useful to other editors to remind that the signal has no effect on the ship. --> <!-- The usual 1,2,3 rating; others ignored. Zero may be useful to other editors to remind that the signal has no effect on the ship. -->
?| Juliet Charlie = <!-- No Detonate -->+| Juliet Charlie = 2 <!-- No Detonate -->
?| India Yankee = <!-- -20% Fire duration -->+| India Yankee = 1 <!-- -20% Fire duration -->
?| Hotel Yankee = <!-- ram someone -->+| Hotel Yankee = 1 <!-- ram someone -->
?| Juliet Yankee Bissotwo = <!-- -20% flood duration -->+| Juliet Yankee Bissotwo = 1 <!-- -20% flood duration -->
 | Victor Lima = <!-- +1/0.5% (160mm) fire, +4% flood --> | Victor Lima = <!-- +1/0.5% (160mm) fire, +4% flood -->
?| India X-Ray = <!-- +1/0.5% (160mm) fire, +5% you detonate -->+| India X-Ray = 0 <!-- +1/0.5% (160mm) fire, +5% you detonate -->
  
?| Juliet Whiskey Unaone = <!-- +15% flood, +5% you detonate -->+| Juliet Whiskey Unaone = 1 <!-- +15% flood, +5% you detonate -->
 | Mike Yankee Soxisix = <!-- Secondaries: +5% range, -5% reload, -5% dispersion--> | Mike Yankee Soxisix = <!-- Secondaries: +5% range, -5% reload, -5% dispersion-->
?| November Echo Setteseven= <!-- +5% AA damage -->+| November Echo Setteseven= 3 <!-- +5% AA damage -->
?| Sierra Mike = <!-- +5% speed -->+| Sierra Mike = 3 <!-- +5% speed -->
?| November Foxtrot = <!-- -5% Consumables reload -->+| November Foxtrot = 3 <!-- -5% Consumables reload -->
?| India Delta = <!-- +20% HP from Repair Party -->+| India Delta = 3 <!-- +20% HP from Repair Party -->
  
?| X-Ray Papa Unaone = <!-- +15% Smoke Gen action time -->+| X-Ray Papa Unaone = 0 <!-- +15% Smoke Gen action time -->
?| Sierra Bravo = <!-- +10% Hydro action time; -10% DFAA reload time -->+| Sierra Bravo = 1 <!-- +10% Hydro action time; -10% DFAA reload time -->
 }} }}
  
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 }} }}
 *Update 12.2: *Update 12.2:
?**Available in a sequential bundle for Pan-American Tokens.+**Available in early access as the last bundle out of 8 in the Pan-American Cruisers event. To unlock ''{{#var:ship_name}}'' on the first day cost players 54,950 - 76,800 doubloons and 367,500 - 1,942,500 Free XP.
 +**The Inca Treasure permanent camouflage was added.
 *Introduced into the game as a researchable ship in Update 12.4. *Introduced into the game as a researchable ship in Update 12.4.
 +*Update 12.4:
 +**The textures and geometry of the Inca Treasure camouflage has been changed.
 }} }}
 }}<!-- 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 17:04, 22 May 2023

San Martín
San_Martín_wows_main.jpg
Cruiser | Pan-America | Tier X
Tech Tree Position
Santander
Arrow_down.png
San_Martín_icon_small.png
General
Research price240000 exp
Purchase price20,000,000 Credits
Hit Points49,800 
Main Battery
152 mm/47 DP Mk.16 in a turret2 х 3 / 2 х 2 pcs.
Rate of Fire10 shots/min.
Reload Timesec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Firing Range15.51 km.
Maximum Dispersion131 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP 130 lb Mk35 
Maximum AP Shell Damage3,400 
Initial AP Shell Velocity812 m./s.
AP Shell Weight59 kg.
Torpedo Tubes
533 mm Mk142 х 5 pcs.
Rate of Fire0.57 shots/min.
Reload Time106 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk 17 
Maximum Damage17,500 
Torpedo Speed66 knot
Torpedo Range10.5 km.
AA Defense
152 mm/47 DP Mk.16 in a turret2 х 3 pcs.
. . . Average Damage per Second49.4 
. . . Firing Rangekm.
152 mm/47 DP Mk.16 in a turret2 х 2 pcs.
. . . Average Damage per Second40.4 
. . . Firing Rangekm.
76.2 mm/50 Mk.22 on a Mk.33 mount9 х 2 pcs.
. . . Average Damage per Second187.2 
. . . Firing Range3.99 km.
20 mm Oerlikon on a Mk.20 mount10 х 2 pcs.
. . . Average Damage per Second61 
. . . Firing Range2.01 km.
76.2 mm/50 Mk.22 on a Mk.34 mount2 х 1 pcs.
. . . Average Damage per Second39.4 
. . . Firing Range3.99 km.
Maneuverability
Maximum Speed34 knot
Turning Circle Radius790 m.
Rudder Shift Time11.4 sec.
Concealment
Surface Detectability Range11.26 km.
Air Detectability Range8.52 km.
Battle Levels
12345678910
Wows_anno_flag_pan_america.png
X
Ship_PVSC110_San_Martin.png
20,000,000

San Martín — Pan-American Tier X cruiser.

After World War II, Argentinian leaders planned on ordering the construction of new cruisers in the U.K. or the U.S.A. The main requirement was for their main guns to be dual-purpose. The most suitable ships for these parameters at that time were cruisers of the Worcester class that designers would have been guided by if such ships had ever been ordered. One such ship could have been San Martín.

San Martín was first released for sale on DD MMM YYYY.

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)
152 mm/47 DP Mk.16 in a turret107.21313,400 02,000,000
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)
San Martín49,800131782/210/2/9/2/22 03,000,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
533 mm Mk140.61067.217,5006610.5 02,000,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk10 mod. 10 02,000,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 145,000 hp34 02,000,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Spotting Aircraft 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
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes 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
Torpedo Tubes Modification 2
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.


Template:SupershipInfoBox

Topping off the Pan American cruiser line, San Martín is the peak of the consumables-focused play style developed across the preceding cruisers. Based on a combination of preliminary Worcester-class designs, she shares many traits with her American cousin mixed with some elements of the Minotaur line.

Most notably, she features the Combat Instruction mechanic, which significantly reduces the cooldown of all consumables.

Armament

San Martín's main battery is fairly standard for a light cruiser, but with some interesting twists. She mounts ten 152 mm guns in four turrets — two triple and two superfiring twin turrets. Her 15.5 km main battery and 6 second reload are both average for a Tier X light cruiser. But while most cruisers have HE shells, San Martín only carries AP. Although she has high per-shell damage for a light cruiser, her total DPM is lower than most Tier X light cruisers.

Like the British light cruisers, her AP shells have significantly improved penetration angles — 60-75° compared to 45-60° for most cruisers. However, she lacks the reduced fuse timer and arming threshold that makes Minotaur so effective against destroyers. She will have little trouble damaging broadside cruisers and battleships, but enemy destroyers can generally ignore her as she will likely overpenetrate and deal minimal damage.

But not all is hopeless for her main battery. San Martín uses destroyer dispersion like Zao and Smolensk, so her guns are very accurate for a cruiser. She also has better ballistics than most light cruisers, allowing her to comfortably engage distant targets without needing to lead as much.

Unlike Worcester, San Martín carries torpedoes, with one quintuple launcher per side. Her torpedoes have an average 106 second reload and 10.5 km range. Although their 1.4 km detection is slightly high, they’re fast at 66 knots, giving targets little time to react and dodge. And with a maximum damage of 17,500 per torpedo, they hurt when they hit. With a full concealment build, she has a 1.5 km stealth torpedo range, and despite only firing five per side, she has decent rear angles that make them particularly strong if she has to kite away.

San Martín carries a standard ASW airstrike for Tier X. She has two charges that reload in 30 seconds each, with an 8km range and two bombs per charge. Each bomb deals up to 4900 damage. Whereas some light cruisers (like Minotaur) carry depth charges, San Martín's ASW strike gives her more flexibility when dealing with submarines.

Consumables

One of San Martín's greatest strengths (and most distinctive traits) is her diverse consumable suite. In addition to the standard cruiser Damage Control Party, she carries a highly specialized and unique Specialized Repair Teams, a choice between Hydroacoustic Search or Defensive AA Fire, and a choice between a Spotter Aircraft or Surveillance Radar. Her Defensive AA Fire and Spotter Aircraft are the normal versions carried by most cruisers.

San Martín's Specialized Repair Teams may be one of the strongest “superheals” of any cruiser. It repairs 80% of all damage taken as well as 80% of all citadel damage, and can repair up to 30% of her health per charge. While other cruiser superheals can heal more total health per charge (40%), no other cruiser comes close to San Martín's penetration and citadel damage repair potential. Unlike most cruisers that only carry three charges of their Repair Party, San Martín carries four. Combined with the high per-charge repair potential, San Martín can be particularly difficult to kill. Like other superheals, it’s only active for 20 seconds rather than the normal 28.

Her Short-Range Hydroacoustic Search consumable is similar to the one carried by British destroyers. It detects ships and torpedoes out to 3 km, but has a shorter 100 second action time. Due to its short range, it’s primarily a defensive tool.

San Martín's Surveillance Radar sits between the versions carried by other light cruisers. It has a 9 km range like the American light cruisers, but has a shorter action time of 25 seconds, similar to the Russian light cruisers. With a full stealth build, San Martín only has a 0.1 km window between her detection and radar ranges.

Like the preceding cruisers, San Martín's consumables have a very long cooldown (with the exception of her Damage Control Party). Her Spotting Aircraft cooldown is the normal 240 seconds, but her other consumables have a three minute cooldown by default. However, her Combat Instruction reduces this cooldown by 85%, down to 27 seconds for her heal, radar, Hydroacoustic Search, and Defensive AA Fire, and 36 seconds for her spotter plane.

When timed correctly, her consumables become extremely potent with a super fast cooldown before another charge is available. But the rest of the time, the long cooldown can be painful.

Maneuverability

San Martín's maneuverability is decidedly average. With a 34 knot top speed, 790 m turning circle, and 11.4 second rudder shift, she isn’t going to win any races or twirling prizes. She has enough speed to keep up with the group and is agile enough to avoid running into them. But that’s it.

Survivability

San Martín can be surprisingly durable for a light cruiser in the right situations, but players must remember that she is still a light cruiser. Her 49,800 HP is average for a Tier X cruiser but decent among light cruisers, and she inherits Worcester’s rather unimpressive armor protection. Her 25 mm bow, stern, and upper belt offer little protection against cruiser HE and battleship AP. Her 30 mm deck can bounce the occasional battleship AP shell and shatter some small-caliber HE, but is still vulnerable to cruiser HE and overmatch from 431+ mm AP shells. Her citadel is protected behind a 127 mm main belt, and extends slightly above the waterline. Although she’s less vulnerable to citadels than ships like Minotaur and Moskva, she must still be careful when turning broadside to a battleship. Her torpedo protection is terrible at just 7%. Combined with her Short-range Hydroacoustic Search and AP that likes to overpenetrate thin targets, destroyers are a major threat for San Martín.

The vast majority of San Martín's survivability comes from her excellent heal. Able to restore 80% of any penetration and citadel damage she takes (and usable in quick succession when combined with her combat instruction), she can withstand a lot more punishment than most cruisers. As long as she doesn’t get deleted by a battleship or surprise torpedoes, she can shrug off most damage and still be effective throughout the battle.

Further improving San Martín's survivability is her excellent concealment. With a full concealment build, her surface detection gets as low as 9.1 km, making her the second stealthiest cruiser at Tier X behind Minotaur and one of the stealthiest in her battle. Destroyers will still outspot her, but she can sneak up on most cruisers without getting detected.

Anti-aircraft

San Martín's AA defenses are decent overall. Her 6.9 km AA range is the highest in the game, tied with Worcester, Minotaur, and Alexander Nevsky at Tier X. Her 4 km mid range and 2km short range auras are more normal. However, her continuous damage is fairly average at all ranges. She produces five flak clouds, which is rather average for the tier, but uses the same high-damage flak found on Worcester and Minotaur. Because of the increased AA range, she can still deal a lot of damage to attacking planes before they drop, but she can’t fully deter strikes by herself. Attacking her will be costly, but not impossible for most Tier X carriers. If she finds herself getting focused, she should seek additional allied air cover.

Players that wish to further boost San Martín's AA defenses can opt to swap her Short-Range Hydroacoustic Search for Defensive AA Fire.

Battle performance

Much like the cruisers that precede her, San Martín will live or die by her positioning and consumable management. Her guns are comfortable at all ranges, and potent against broadside cruisers and battleship superstructures, but she will struggle against sharply angled targets. And unlike most other light cruisers, destroyers pose a significant threat as her AP is ineffective against them. Her consumables make her a decent team support cruiser, providing vision, fire support, and AA cover for her allies.

Like most light cruisers, she is vulnerable to deletion by battleship AP. But if she can avoid massive damage from battleships and torpedoes, she can be a difficult ship to kill. Her superheal allows her to stay in the fight and outlast her opponents with relative ease. And this is especially useful toward late game, where most cruisers are lacking the health for extended fights.

A more passive play style, utilizing island cover and hanging back a bit from the front lines, is always a safe option for a light cruiser and San Martín is no exception. But taking an aggressive position in caps or on flanks, where she can keep her guns in action and her combat instruction meter full, can be rewarding and lead to good games. If she can survive, that is…

Pros:

  • Good HP for a light cruiser
  • Significantly improved AP penetration angles
  • Destroyer dispersion with comfortable ballistics
  • Strong torpedoes, with the ability to stealth torpedo
  • Decent AA defenses with long range
  • Very stealthy
  • Specialized Repair Teams consumable that can repair 80% of all penetration and citadel damage taken
  • Surveillance Radar consumable
  • Combat instruction that reduces consumable cooldown

Cons:

  • Limited armor protection
  • No HE shells
  • Normal AP fuse time and arming threshold
  • Shorter main battery range
  • Only five torpedoes per side
  • Average speed and agility
  • Short Hydroacoustic Search range
  • Very long consumable cooldown

Research

As a top-tier ship, San Martín has no module upgrades to research.

Optimal Configuration

Upgrades

The recommended upgrades are:

For players that choose to use San Martín's Spotting Aircraft rather than her Surveillance Radar, the coal Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. or Defensive AA Fire Modification 1 : +20% action time. / -10% cooldown time. can be used in Slot 2 instead (with the appropriate consumable).

In Slot 3, players that feel San Martín's destroyer dispersion already makes her accurate enough can use either Main Battery Modification 2 : +15% to main battery traverse speed. or Torpedo Tubes Modification 1 +20% traverse speed of torpedo tubes. / −40% chance of critical damage to torpedo tubes. / +5% to the speed of shipborne torpedoes., but Aiming Systems Modification 1 : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion. is still the optimal choice to further improve her main battery performance.

In Slot 6, players can opt for Gun Fire Control System Modification 2 : +16% firing range. if they wish to improve her firing range without sacrificing her Surveillance Radar, at the cost of lower main battery DPM and potential resulting progress loss on her combat instruction.

Commander Skills

Consumables

San Martín equips the following consumables:

Note that San Martín's consumables (with the exception of her Damage Control Party) have very long cooldowns, which can be reduced via her Consumable Operational Readiness combat instruction.

Signals

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

Gallery

Historical Info

Historical Gallery

References


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 12.0.

Testing Changes

  • DevBlog 398:
    • Preliminary characteristics.
      • Note: The Combat Instructions on San Martin also provide a -25% time taken to reach full engine power while accelerating bonus, as well as a -50% rudder shift bonus.
  • DevBlog 405:
    • Removed HE shells.
    • Changes to the AP shell characteristics:
      • Initial shell velocity reduced from 915 to 812 m/s.
      • AP ricochet angles improved from 60 - 67.5 to 60 - 75 °.
      • Ballistics were slightly changed: reduced armor penetration at close range and increased shell flight time at long range (Contrary to what is stated in the DevBlog).
    • Main battery firing range reduced from 17.01 to 15.51 km (Unlisted change).
    • Changes to Combat Instructions:
      • Replaced the bonuses to HE shell penetration, ship speed, reaching full engine power, and rudder shift with a -85% bonus to consumable reload time.
      • Removed the required shots and number of hits per salvo requirements. Now, the progress bar is filled with any main battery hits.
      • Action time reduced from 60 to 30 s.
      • Amount of time spent without firing on target until adjustment firing progress begins to decay reduced from 30 to 6 s.
      • Interval between decay reduced from 5 to 1 s.
      • Rate of decay of adjustment firing progress increased from 8.3 to 25%.
    • Changes to the Specialized Repair Teams consumable:
      • Restoration of citadel damage increased from 50% to 80%.
      • Restoration of hull damage increased from 50% to 80%.
      • Number of charges increased from 3 to 4.
      • Reload time increased from 80 to 180 s.
    • Replaced the Hydroacoustic Search consumable with the Short-Range Hydroacoustic Search consumable, with the following characteristics:
      • Ship detection range: 3 km.
      • Torpedo detection range: 3 km.
      • Action time: 100 s.
      • Reload time: 180 s.
      • Number of charges: 4.
    • Changes to the Defensive AA Fire consumable:
      • Reload time increased from 80 to 180 s.
      • Number of charges increased from 3 to 4.
    • Added the Surveillance Radar consumable in a separate slot, with the following characteristics:
      • Ship detection range: 9 km.
      • Action time: 25 s.
      • Reload time: 180 s.
      • Number of charges: 4.
    • Changes to the Fighter consumable:
      • Reload time increased from 90 to 180 s.
      • Number of charges increased from 3 to 4.
  • DevBlog 409:
    • Idle time before the Combat Instructions meter begins to deplete has been increased from 6 to 10 s.
    • Rate at which the Combat Instructions meter depletes after a period of inactivity has been decreased from one tick per second to one tick every two seconds.
  • DevBlog 418:
    • The amount of idle time needed to pass before the Combat Instructions meter begins to decay increased from 10 to 15 s.
    • The rate at which the Combat Instructions meter fills changed from 2% to 3% per “Main battery hit” ribbon.
    • The rate at which HP is restored by the Specialized Repair Teams consumable changed from 2% to 1.5% of the ship’s maximum HP per second.
  • DevBlog 429:
    • When idle, Combat Instructions progress will decay at a faster rate, from every 2 s to every 1 s.
    • Amount of progress lost with each downtick reduced from 25% to 15%.
    • Removed the Fighter consumable.
    • The Spotting Aircraft consumable has been moved to the same slot as Surveillance Radar.
  • Update 12.2:
    • Available in early access as the last bundle out of 8 in the Pan-American Cruisers event. To unlock San Martín on the first day cost players 54,950 - 76,800 doubloons and 367,500 - 1,942,500 Free XP.
    • The Inca Treasure permanent camouflage was added.
  • Introduced into the game as a researchable ship in Update 12.4.
  • Update 12.4:
    • The textures and geometry of the Inca Treasure camouflage has been changed.

Ships of Pan-America
Destroyers  VI JuruáDoubloons 
Cruisers  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 
Battleships  V Rio de JaneiroDoubloons • VIII AtlânticoDoubloons 
Aircraft Carriers
Cruisers
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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