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South Carolina

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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
?The first dreadnought in the U.S. Navy. Due to limited dimensions, the ship carried relatively weak armament and had a low speed. Battleships of her class were the first to receive superfiring turrets. This meant she could fire a full broadside with all main battery guns.<br><br>{{Model3DViewer|4820a1f20b024bcaa535f55421266b8d}}+The first dreadnought in the U.S. Navy. Due to limited dimensions, the ship carried relatively weak armament and had a low speed. Battleships of her class were the first to receive super-firing turrets. This meant she could fire a full broadside with all main battery guns.
 +<!-- <br><br>{{Model3DViewer|4820a1f20b024bcaa535f55421266b8d}}-->
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?The first battleship in the American tech tree, ''South Carolina'' is a fairly decent ship. For her tier, she has quite good armor and range, which prove to only be a problem when she faces higher tier ships. ''South Carolina'' is one of the first ships in the game to feature superfiring main turrets which allows for maximum firepower while not showing the full broadside of the ship. She does have severe limitations, however, when it comes to her top speed — a pattern that is repeated with the succeeding [[Ship:Ships_of_U.S.A.|U.S.]] battleships until the Tier VIII ''[[North Carolina]]'' — and maintains a still painfully slow top speed of only 18 knots when fully upgraded.+The first battleship in the American tech tree, ''South Carolina'' is a fairly decent ship. For her tier, she has quite good armor and range, which prove to only be a problem when she faces higher tier ships. ''South Carolina'' is one of the first ships in the game to feature super-firing main turrets which allows for maximum firepower while not showing the full broadside of the ship. She does have severe limitations, however, when it comes to her top speed — a pattern that is repeated with the succeeding [[Ship:Ships_of_U.S.A.|U.S.]] battleships until the Tier VIII ''[[North Carolina]]'' — and maintains a still painfully slow top speed of only 18 knots when fully upgraded.
  
 Players who want to do well with her must utilize her strengths. She is not a long-range sniper; she is a brawler. Make sure that ''South Carolina'' is always headed towards the fight. Load AP shells and citadel cruisers and battleships at close range; turn away and kite once the enemy begins to give chase. Don't be afraid of destroyers; blast them with a broadside and turn away in anticipation of their torpedoes. Just like any other ship, it's generally best to remain with the fleet and always angle her armor from enemy battleships. Players who want to do well with her must utilize her strengths. She is not a long-range sniper; she is a brawler. Make sure that ''South Carolina'' is always headed towards the fight. Load AP shells and citadel cruisers and battleships at close range; turn away and kite once the enemy begins to give chase. Don't be afraid of destroyers; blast them with a broadside and turn away in anticipation of their torpedoes. Just like any other ship, it's generally best to remain with the fleet and always angle her armor from enemy battleships.
  
 |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. -->
?* Decent guns for tier: receives eight 305mm guns with best-in-tier range and better handling than some of her counterparts (such as ''[[Kawachi]]'').+* Best main battery range of Tier 3 battleships
?* Superfiring turrets: can train at least half her guns in any direction, and bring all eight guns to bear on most aspects for a broadside.+* Good accuracy for tier/class
?* Good armor for tier.+* The only Tier 3 battleship with super-firing turrets
?* Good turning radius.+* Very tight turn radius and quick rudder shift
?* Good accuracy and penetration against broadside cruisers and battleships. +
?* Longest range of all tier III battleships+
  
 |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. -->
?* Struggles when up-tiered; Tier IV pack a heavier armament and are frequently faster.+* Abysmal top speed of only 18 knots, even worse before upgrading the engine
?* Poor secondary armament: extremely weak AA armament though unlikely to encounter aircraft at her tier, and ineffective 76.2mm secondary guns leave her vulnerable to destroyers.+* Worst concealment in tier/class
?* Abysmally slow top speed: she can make only 15.8kts stock, and not much better upgraded, making her one of the slowest ships in the game.+* Virtually useless AA defenses, like most low tier battleships
?* High detection range: worst detection radius of all Tier III battleships, but her gun range does mitigate this somewhat.+* Small health pool - smaller than ''[[St. Louis]]''!
?* General sluggishness can be frustrating to new players who may be new battleships.+
  
?|Research=<!-- write text about priority sequence of research below --> 
?Captains should first and foremost research Propulsion Mod. 2 to improve the abysmal top speed to something workable.  
?Next captains should research Gun Fire Control System Mk3 Mod. 2 to improve the firing range of the ''South Carolina''. 
?Finally, captains should research Hull B to obtain more hit points and some AA guns. Researching Hull B then allows captains to proceed to the ''[[Wyoming]]''. 
  
 +|Research=<!-- write text about priority sequence of research below -->
 +Captains should first and foremost research Propulsion Modification 2 to improve the abysmal top speed to something workable.
 +Next captains should research Gun Fire Control System Mk3 Mod. 2 to improve the firing range. Finally, captains should research Hull B to obtain more hit points and some AA guns. Researching Hull B then allows captains to proceed to ''[[Wyoming]]''.
  
?The major hindrance to ''{{#var:ship_name}}''’s combat potential is her speed - having a top speed of only 15.8kts (18kts when upgraded) means that most ships — including ''[[St. Louis]]'' — can easily escape her firing range. Thus, attempting to position this ship correctly can prove very difficult. As such, the propulsion module upgrade is probably the most important to unlock and mount early on to be able to perform better. Although due to the low-tier nature of this ship, it is likely that players will fully upgrade the ship in only a few battles with decent performance. +The major hindrance to ''{{#var:ship_name}}'''s combat potential is her speed - having a top speed of only 15.8kts (18kts when upgraded) means that most ships — including ''[[St. Louis]]'' — can easily escape her firing range. Thus, attempting to position this ship correctly can prove very difficult. As such, the propulsion module upgrade is probably the most important to unlock and mount early on to be able to perform better. Although due to the low-tier nature of this ship, it is likely that players will fully upgrade the ship in only a few battles with decent performance.
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
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 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
  
?{{Commander Skills+{{Commander Skills 3 BB
?| Priority Target = 3+<!-- Ratings 1,2,3 are legit. Others are ignored.-->
?| Preventative Maintenance = 1+| rating11 = <!-- Gun Feeder -->
?| Expert Loader = 1+| rating12 = <!-- Pyrotechnician -->
?| Aircraft Servicing Expert = +| rating13 = 2 <!-- Consumables Specialist -->
?| Direction Center for Catapult Aircraft = +| rating14 = <!-- Emergency Repair Specialist -->
?| Dogfighting Expert = +| rating15 = <!-- Incoming Fire Alert -->
?| Incoming Fire Alert = 1+| rating16 = 2 <!-- Preventive Maintenance -->
?| Evasive Maneuver = +
  
?| High Alert = 2+| rating21 = <!-- Grease the Gears -->
?| Jack of All Trades = 2+| rating22 = <!-- Inertial Fuse for HE Shells -->
?| Expert Marksman = 3+| rating23 = <!-- Consumables Enhancements -->
?| Torpedo Acceleration = +| rating24 = <!-- Vigilance -->
?| Smoke Screen Expert = +| rating25 = <!-- Priority Target -->
?| Expert Rear Gunner = +| rating26 = 2 <!-- AA Gunner -->
?| Adrenaline Rush = 3+
?| Last Stand = +
  
?| Survivability Expert = 1+| rating31 = <!-- Super-Heavy AP Shells -->
?| Basics of Survivability = 3+| rating32 = <!-- Long-Range Secondary Battery Shells -->
?| Torpedo Armament Expertise = +| rating33 = 2 <!-- Adrenaline Rush -->
?| Emergency Takeoff = +| rating34 = 2 <!-- Basics of Survivability -->
?| Basic Firing Training = 2+| rating35 = <!-- Enhanced Anti-Torpedo Protection -->
?| Superintendent = 2+| rating36 = 2 <!-- Expert AA Marksman -->
?| Demolition Expert = +
?| Vigilance = 2+
  
?| Manual Fire Control for Secondary Armament = +| rating41 = <!-- Dead Eye -->
?| Fire Prevention = 3+| rating42 = <!-- Improved Secondary Battery Aiming -->
?| Inertia Fuse for HE Shells = +| rating43 = <!-- Close Quarters Combat -->
?| Air Supremacy = +| rating44 = 2 <!-- Emergency Repair Expert -->
?| Advanced Firing Training = 2+| rating45 = <!-- Concealment Expert -->
?| Manual Fire Control for AA Armament = +| rating46 = 2 <!-- Fire Prevention Expert -->
?| Radio Position Finding = +
?| Concealment Expert = 3+
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?''{{#var:ship_name}}'' can equip the following consumables: +''{{#var:ship_name}}'' equips the following consumables:
 * {{Damage Control Party}} * {{Damage Control Party}}
 * {{Repair Party}}  * {{Repair Party}}
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 {{Signal Flags {{Signal Flags
?| November Echo Setteseven = 1+| November Echo Setteseven = 1 <!-- +5% AA damage -->
?| Mike Yankee Soxisix = 1+| Mike Yankee Soxisix = 1 <!-- Secondaries: +5% range, -5% reload, -5% dispersion-->
?| India X-Ray = 1+| India X-Ray = 1 <!-- +1/0.5% (160mm) fire, +5% you detonate -->
?| Juliet Yankee Bissotwo = 2+| Juliet Whiskey Unaone = 2 <!-- +15% flood, +5% you detonate -->
?| Victor Lima = 1+| Victor Lima = 1 <!-- +1/0.5% (160mm) fire, +4% flood -->
?| Hotel Yankee = 1+| Hotel Yankee = 1 <!-- ram someone -->
 + 
 +| November Foxtrot = 3 <!-- -5% Consumables reload -->
 +| Sierra Mike = 3 <!-- +5% speed -->
 +| India Delta = 3 <!-- +20% HP from Repair Party -->
 +| Juliet Yankee Bissotwo = 2 <!-- -20% flood duration -->
 +| India Yankee = 3 <!-- -20% Fire duration -->
 +| Juliet Charlie = 1 <!-- No Detonate -->
  
?| November Foxtrot = 3+| X-Ray Papa Unaone = <!-- +15% Smoke Gen action time -->
?| Sierra Mike = 3+| Sierra Bravo = <!-- +10% Hydro action time; -10% DFAA reload time -->
?| India Delta = 3+
?| Juliet Whiskey Unaone = +
?| India Yankee = 3+
?| Juliet Charlie = 1+
  
 | Zulu = 1 | Zulu = 1
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 File:SCBroadside2.png File:SCBroadside2.png
 File:SCClemson.png|An enemy ''[[Clemson]]'' maneuvers to avoid ''South Carolina''’s salvo. File:SCClemson.png|An enemy ''[[Clemson]]'' maneuvers to avoid ''South Carolina''’s salvo.
 +File:South_Carolina_Hull_A.jpg|Hull A
 +File:South_Carolina_Hull_B.jpg|Hull B
  
 </gallery> </gallery>
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 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +# [https://en.wikipedia.org/wiki/USS_South_Carolina_(BB-26) USS ''South Carolina'' (BB-26) - Wikipedia]
 +# [https://en.wikipedia.org/wiki/South_Carolina-class_battleship ''South Carolina''-class battleship - Wikipedia]
  
 }}<!-- 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 04:00, 25 January 2021

South Carolina
South_Carolina_wows_main.jpg
Battleship | U.S.A. | Tier III
Tech Tree Position
St. Louis
Arrow_down.png
South_Carolina_icon_small.png
Arrow_down.png
Wyoming
stock
 top
General
Research price2800 exp
Purchase price309,000 Credits
Hit Points29,000 
Main Battery
305 mm/45 Mk.5 in a turret4 х 2 pcs.
Rate of Fireshots/min.
Reload Time30 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time45 sec.
Firing Range14.24 km.
Maximum Dispersion202 m.
HE Shell305 mm HE 
Maximum HE Shell Damage4,100 
Chance of Fire on Target Caused by HE Shell20 %
Initial HE Shell Velocity823 m./s.
HE Shell Weight394.6 kg.
AP Shell305 mm AP 
Maximum AP Shell Damage8,100 
Initial AP Shell Velocity823 m./s.
AP Shell Weight394.6 kg.
Secondary Armament #1
76.2 mm/50 Mk.5 on a single mount22 х 1 pcs.
Firing Range3.2 km.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell76 mm HE 
Maximum HE Shell Damage1,100 
Initial HE Shell Velocity823 m./s.
Chance of Fire on Target Caused by HE Shell%
Maneuverability
Maximum Speed15.84 knot
Turning Circle Radius480 m.
Rudder Shift Time13.1 sec.
Concealment
Surface Detectability Range13.44 km.
Air Detectability Rangekm.
Battle Levels
12345678910
Wows_anno_flag_usa.png
III
Ship_PASB001_Michigan_1916.png
309,000

South Carolina — American Tier III battleship.

The first dreadnought in the U.S. Navy. Due to limited dimensions, the ship carried relatively weak armament and had a low speed. Battleships of her class were the first to receive super-firing turrets. This meant she could fire a full broadside with all main battery guns.

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)
305 mm/45 Mk.5 in a turret2452024,100208,100 036,000
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)
South Carolina (A)29,00010305422 070,000
South Carolina (B)31,700103054204 1,400150,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk3 mod. 10 022,000
Mk III mod. 20 70076,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 16,000 hp15.8 017,000
Propulsion: 17,600 hp18 30040,000

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
Engine Room Protection

Player Opinion

Performance

The first battleship in the American tech tree, South Carolina is a fairly decent ship. For her tier, she has quite good armor and range, which prove to only be a problem when she faces higher tier ships. South Carolina is one of the first ships in the game to feature super-firing main turrets which allows for maximum firepower while not showing the full broadside of the ship. She does have severe limitations, however, when it comes to her top speed — a pattern that is repeated with the succeeding U.S. battleships until the Tier VIII North Carolina — and maintains a still painfully slow top speed of only 18 knots when fully upgraded.

Players who want to do well with her must utilize her strengths. She is not a long-range sniper; she is a brawler. Make sure that South Carolina is always headed towards the fight. Load AP shells and citadel cruisers and battleships at close range; turn away and kite once the enemy begins to give chase. Don't be afraid of destroyers; blast them with a broadside and turn away in anticipation of their torpedoes. Just like any other ship, it's generally best to remain with the fleet and always angle her armor from enemy battleships.

Pros:

  • Best main battery range of Tier 3 battleships
  • Good accuracy for tier/class
  • The only Tier 3 battleship with super-firing turrets
  • Very tight turn radius and quick rudder shift

Cons:

  • Abysmal top speed of only 18 knots, even worse before upgrading the engine
  • Worst concealment in tier/class
  • Virtually useless AA defenses, like most low tier battleships
  • Small health pool - smaller than St. Louis!

Research

Captains should first and foremost research Propulsion Modification 2 to improve the abysmal top speed to something workable. Next captains should research Gun Fire Control System Mk3 Mod. 2 to improve the firing range. Finally, captains should research Hull B to obtain more hit points and some AA guns. Researching Hull B then allows captains to proceed to Wyoming.

The major hindrance to South Carolina's combat potential is her speed - having a top speed of only 15.8kts (18kts when upgraded) means that most ships — including St. Louis — can easily escape her firing range. Thus, attempting to position this ship correctly can prove very difficult. As such, the propulsion module upgrade is probably the most important to unlock and mount early on to be able to perform better. Although due to the low-tier nature of this ship, it is likely that players will fully upgrade the ship in only a few battles with decent performance.

Optimal Configuration

Upgrades

The recommended upgrades for South Carolina are as follows:

Commander Skills

Consumables

South Carolina equips the following consumables:

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Signals

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

Gallery

Historical Info

Historical Gallery

References

  1. USS South Carolina (BB-26) - Wikipedia
  2. South Carolina-class battleship - Wikipedia
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Europe  V Viribus UnitisDoubloons • IX Karl XIV JohanDoubloons 
Netherlands  
Italy  IV Dante Alighieri • V Conte di Cavour • V Giulio CesareDoubloons • VI Andrea Doria • VII Francesco Caracciolo • VIII Vittorio Veneto • VIII RomaDoubloons • VIII AL LittorioDoubloons • IX Lepanto • IX Marco PoloDoubloons • IX Giuseppe VerdiDoubloons • X Cristoforo Colombo • X Ruggiero di Lauria • X Sicilia 
Commonwealth  VII YukonDoubloons 
Pan-America  V Rio de JaneiroDoubloons • VIII AtlânticoDoubloons