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St. Louis

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Revision as of 23:48, 5 January 2018Revision as of 02:25, 13 February 2018
Fixed commander skills; cleaned up performance section and research section; added consumables, camouflage, and signals sections
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 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?More pocket battleship than cruiser, new players and experienced hands alike will enjoy this ship's insane firepower but dislike it's slow top speed. Aim to get just inside the maximum range of your guns then turn sideways on the target then broadside them with six side guns and two turret guns. Spam HE shells - with the fast fire rate and and large number of shells they are effective against all opponents and even at long range you are likely to hit with some. When fighting enemy battleships "rake" them - try to fire at the front, centre and back sections in turn to maximise your chances of knocking out their turrets and setting multiple fires. Watch out for enemy torpedoes as you don't have the best maneuverability. Save your repair ability for fire/flooding/engine/steering hits - you have so many turrets that losing one barely affects your shell output until it's auto-repaired. The St. Louis is one of the few cruisers that can take on a equal Tier battleship on relatively even terms (especially the underpowered South Carolina class). This ship has massive firepower and can do serious damage to practically any ship. It poses a threat to ships of Tier III through IV.+More pocket battleship than cruiser, new players and experienced hands alike will enjoy this ship's high firepower but dislike it's slow top speed. With the decent fire rate and and large volume of shells, ''{{#var:ship_name}}'' is effective against all opponents, even at long range. When fighting enemy battleships, one should "rake" them - target the front, centre and back sections in turn to maximise your chances of setting multiple fires. Players should stay vigilant for enemy torpedoes as ''{{#var:ship_name}}'' doesn't have very good rudder shift time. Additionally, players should not need to activate {{Damage Control Party}} for any knocked main battery, as the ship still has another seven main batteries constantly firing. ''{{#var:ship_name}}'' is one of the few cruisers that can take on an equal Tier battleship on relatively even terms (especially the underpowered [[South Carolina]]). It can even prove a threat to the Tier IV ships.
 + 
 +|Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
 +* Has the most hit points of any Tier III cruiser - almost comparable to its fellow Tier III USN battleship ''[[South Carolina]]'' battleship
 +* The most main batteries and secondaries of any Tier III cruiser - boasts a whopping 14x1 152mm guns and 18x1 76.2mm guns, while its Tier III VMF cruiser counterpart ''[[Bogatyr]]'' has as many but only 130mm, fire, and turn slower. Additionally, due to the side mounted guns, it allows for flexibility and quick reaction to switching targets from either side.
 +* Side mounted guns means only a maximum of eight out of the fourteen primary guns can be used on a single target when broadside, and even fewer when facing directly ahead or rearward.
 +* Good turning radius.
 + 
 +|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
 +* Low top speed - barely faster than ''[[South Carolina]]''
 +* Rather slow rudder shift time.
 +* Negligible anti-air capabilities - because it is Tier III, it will most likely see carriers [[Langley]] and [[Hosho]]; will have no self-defense
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?*Get the hull upgrade first - this boosts all of your stats. +This is a suggested research path:
?*Next get the upgraded guns - the turn rate is pretty much irrelevant but the rate of fire increase is very handy. +# St. Louis (B) Hull
?*Lastly get the improved fire control system - as it's only a 900m range increase it's not so important.+# 152 mm/50 Mk6 main batteries mod. 2
 +# Mk3 FCS mod. 2
  
 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
 +The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
 * '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns active and firing. * '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns active and firing.
 * '''Slot 2''': {{Damage Control System Modification 1}} the ship takes a lot of HE shell hits, this helps decrease the amount of fires set. * '''Slot 2''': {{Damage Control System Modification 1}} the ship takes a lot of HE shell hits, this helps decrease the amount of fires set.
  
 {{Commander Skills {{Commander Skills
?| Priority Target = 2+| Priority Target = 3
?| Preventative Maintenance = 3+| Preventative Maintenance = 2
 | Expert Loader = 1 | Expert Loader = 1
 | Aircraft Servicing Expert =  | Aircraft Servicing Expert =
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 | High Alert = 2 | High Alert = 2
?| Jack of All Trades = 1+| Jack of All Trades =
?| Expert Marksman = 2+| Expert Marksman = 3
 | Torpedo Acceleration =  | Torpedo Acceleration =
 | Smoke Screen Expert =  | Smoke Screen Expert =
 | Expert Rear Gunner =  | Expert Rear Gunner =
?| Adrenaline Rush = 1+| Adrenaline Rush = 2
?| Last Stand = 3+| Last Stand = 1
  
?| Survivability Expert = 2+| Survivability Expert = 1
?| Basics of Survivability = 1+| Basics of Survivability = 2
 | Torpedo Armament Expertise =  | Torpedo Armament Expertise =
 | Emergency Takeoff =  | Emergency Takeoff =
?| Basic Firing Training = 2+| Basic Firing Training = 1
 | Superintendent =  | Superintendent =
 | Demolition Expert = 3 | Demolition Expert = 3
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 | Manual Fire Control for Secondary Armament =  | Manual Fire Control for Secondary Armament =
 | Fire Prevention = 2 | Fire Prevention = 2
?| Inertia Fuse for HE Shells =1 +| Inertia Fuse for HE Shells = 3
 | Air Supremacy =  | Air Supremacy =
 | Advanced Firing Training =  | Advanced Firing Training =
 | Manual Fire Control for AA Armament =  | Manual Fire Control for AA Armament =
?| Radio Position Finding = 2+| Radio Position Finding = 1
?| Concealment Expert = 3+| Concealment Expert = 2
 }} }}
  
?|Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->+|Consumables=<!-- write text about selection of Consumables below -->
?* Practically made out of guns. Incredibly heavily armed for tier & class, fully upgraded has fourteen 152mm primary and eighteen 76mm secondary guns. Losing a turret barely affects damage output.+As a Tier III USN cruiser, ''{{#var:ship_name}}'' has access to only {{Damage Control Party}}.
?* Fully upgraded has nearly 30,000 hp, nearly 12,000 more than the Tier 3 Japanese cruiser, the [[Ship:Tenryu|''Tenryu'']] and almost as much as a fully upgraded Tier III US [[Ship:South Carolina|''South Carolina'']] battleship. Your armour profile also makes you a difficult target for enemy battleships - their HE shells are unlikely to penetrate your armour, reducing their damage but their AP shells are likely to over-penetrate your armour again reducing their damage (unless they hit you directly in the bow or stern). +
?* Combine the number of guns with a high fire rate makes it very likely to cause fires and critical hits even when the enemy is fruitlessly attempting to evade - hilarity and rage ensues+
?* New player friendly, doesn't require the player to master torpedo tactics to play effectively. +
?* Side mounted guns mean you can switch targets from one side to another very quickly without reloading or waiting for turrets to traverse. Also, despite a slow rudder shift time, turning radius is very good.+
?* Decent turn rate despite poor rudder shift.+
?*Spammy guns.+
?*Insane reload for it's tier enabling it to bring home the bacon.+
?|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->+
?* Low top speed, just 22 knots with slow acceleration. Rather slow rudder shift time.+
?* Side mounted guns means only a maximum of eight out of the fourteen primary guns can be used on a single target when broadside, and even fewer when facing directly ahead or rearward.+
?* Very poor AA ability, only eight low calibre machine guns. Don't expect to shoot anything down.+
?* No torpedoes unlike Japanese Tier III equivalent.+
  
? +|Camouflage=<!-- write text about useful camouflage below -->
?'''Camouflage'''+
 The St. Louis is one of the 3 tier III ships to have a premium [[Ship:Camouflage|camouflage]] known as "Igor" which is the Halloween variant of the St. Louis, it was available for limited time through Halloween crates that you could earn from the Scenario "A Sunray in the Darkness" each star would grant you a single Halloween crate or you could buy them from the Premium shop. The St. Louis is one of the 3 tier III ships to have a premium [[Ship:Camouflage|camouflage]] known as "Igor" which is the Halloween variant of the St. Louis, it was available for limited time through Halloween crates that you could earn from the Scenario "A Sunray in the Darkness" each star would grant you a single Halloween crate or you could buy them from the Premium shop.
 +
 +|Signals=<!-- write text about best set of signals below -->
 +As a Tier III ship, it is highly recommended to save signals for use in the later tiers. But should the player have a surplus and enjoy playing this ship, they should utilize the following recommended signals.
 +{{Signal Flags
 +| November Echo Setteseven =
 +| Mike Yankee Soxisix =
 +| India X-Ray = 3
 +| Juliet Whiskey Unaone =
 +| Victor Lima = 3
 +| Hotel Yankee = 2
 +
 +| November Foxtrot = 1
 +| Sierra Mike = 2
 +| India Delta =
 +| Juliet Yankee Bissotwo =
 +| India Yankee = 2
 +| Juliet Charlie = 1
 +
 +| Zulu =
 +| India Bravo Terrathree =
 +| Equal Speed Charlie London = 2
 +| Zulu Hotel = 2
 +| Papa Papa =
 +
 +| Wyvern =
 +| Red Dragon =
 +| Dragon Flag =
 +| Ouroboros =
 +| Hydra =
 +}}
  
 |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery> |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery>

Revision as of 02:25, 13 February 2018

Not to be confused with the French Tier IX cruiser, the Saint-Louis.

St. Louis
St._Louis_wows_main.jpg
Cruiser | U.S.A. | Tier III
Tech Tree Position
Chester
Arrow_down.png
St._Louis_icon_small.png
Arrow_down.png
South Carolina
Phoenix
stock
 top
General
Research price2200 exp
Purchase price247,000 Credits
Hit Points27,300 
Main Battery
IDS_PAGM096_6IN50_MK610 х 1 pcs.
Rate of Fireshots/min.
Reload Time10 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time30 sec.
Firing Range11.32 km.
Maximum Dispersion111 m.
HE Shell152 mm HE 105 lb 
Maximum HE Shell Damage2,100 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity853 m./s.
HE Shell Weight47.7 kg.
AP Shell152 mm AP 105 lb 
Maximum AP Shell Damage3,000 
Initial AP Shell Velocity853 m./s.
AP Shell Weight47.7 kg.
Secondary Armament #1
76.2 mm/50 Mk.5 on a single mount18 х 1 pcs.
Firing Range3.2 km.
Rate of Fire12 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 Speed22 knot
Turning Circle Radius450 m.
Rudder Shift Time8.4 sec.
Concealment
Surface Detectability Range10.66 km.
Air Detectability Range5.06 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
III
Ship_PASC004_St_Louis_1906.png
247,000

St. Louis — American Tier III cruiser.

Following the end of the Spanish-American War, the U.S. Congress enacted several laws to bolster its naval strength. Initially, plans were made to build three cruisers of the "improved Olympia" class. However, during the design phase, the cruisers grew in size, their armor got stronger, and the number of artillery guns they carried was increased as well. The final configuration featured 152 mm guns. Before World War I, USS St. Louis was assigned to the Pacific Fleet. During the war, her duties included escorting troop convoys and transporting persons of high standing.

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/50 Mk.6 on a single mount/casemate mount6301112,10073,000 028,000
152 mm/50 Mk66.722.51112,10073,000 60064,000
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)
St. Louis (A)27,30061021018 040,000
St. Louis (B)29,500610214188 80098,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk3 mod. 10 021,000
Mk III mod. 20 40053,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 24,000 hp22 018,000

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

More pocket battleship than cruiser, new players and experienced hands alike will enjoy this ship's high firepower but dislike it's slow top speed. With the decent fire rate and and large volume of shells, St. Louis is effective against all opponents, even at long range. When fighting enemy battleships, one should "rake" them - target the front, centre and back sections in turn to maximise your chances of setting multiple fires. Players should stay vigilant for enemy torpedoes as St. Louis doesn't have very good rudder shift time. Additionally, players should not need to activate Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. for any knocked main battery, as the ship still has another seven main batteries constantly firing. St. Louis is one of the few cruisers that can take on an equal Tier battleship on relatively even terms (especially the underpowered South Carolina). It can even prove a threat to the Tier IV ships.

Pros:

  • Has the most hit points of any Tier III cruiser - almost comparable to its fellow Tier III USN battleship South Carolina battleship
  • The most main batteries and secondaries of any Tier III cruiser - boasts a whopping 14x1 152mm guns and 18x1 76.2mm guns, while its Tier III VMF cruiser counterpart Bogatyr has as many but only 130mm, fire, and turn slower. Additionally, due to the side mounted guns, it allows for flexibility and quick reaction to switching targets from either side.
  • Side mounted guns means only a maximum of eight out of the fourteen primary guns can be used on a single target when broadside, and even fewer when facing directly ahead or rearward.
  • Good turning radius.

Cons:

  • Low top speed - barely faster than South Carolina
  • Rather slow rudder shift time.
  • Negligible anti-air capabilities - because it is Tier III, it will most likely see carriers Langley and Hosho; will have no self-defense

Research

This is a suggested research path:

  1. St. Louis (B) Hull
  2. 152 mm/50 Mk6 main batteries mod. 2
  3. Mk3 FCS mod. 2

Optimal Configuration

Upgrades

The recommended upgrades for St. Louis are as follows:

Consumables

As a Tier III USN cruiser, St. Louis has access to only Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration..

Camouflage

The St. Louis is one of the 3 tier III ships to have a premium camouflage known as "Igor" which is the Halloween variant of the St. Louis, it was available for limited time through Halloween crates that you could earn from the Scenario "A Sunray in the Darkness" each star would grant you a single Halloween crate or you could buy them from the Premium shop.

Signals

As a Tier III ship, it is highly recommended to save signals for use in the later tiers. But should the player have a surplus and enjoy playing this ship, they should utilize the following recommended signals.

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

Gallery

Historical Info

Historical Gallery


Ships of U.S.A.
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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