American battleship Rhode Island, Tier X
One of the variants of the 1938 “fast battleship” design with an alternative set of main battery weaponry, 356 mm guns originally planned for development in 1937 for the North Carolina-class battleships.
The ship is named after the State of Rhode Island, one of the first U.S. states, and inherits the name from an old pre-dreadnought battleship scrapped in 1923.
Rhode Island is armed with:
- Twelve 356 mm main battery guns, low caliber for her Tier
- Decent accuracy thanks to improved dispersion
- AP shells with improved ricochet angles
- Armed with a large number of relatively fast-firing secondary guns
- Overall low survivability for its class and Tier
Ship consumables:
- Ship is equipped with an Enhanced Repair Party consumable with reduced reload time,
- Choice between Fighter, Spotting Aircraft or Surveillance Radar in the same slot,
- Engine Boost on a separate slot.
Rhode Island’s gameplay
The ship gameplay is closer to that of a (Battle)cruiser. She is mobile and can be very effective against destroyers and lightly armored ships thanks to her accurate and fast-firing guns.
This ship can maneuver through enemy torpedoes, while her secondary guns can also deal good damage and her Surveillance Radar consumable can provide vision even through smoke screens, making it difficult for enemy ships to hide. Due to her small HP pool and weak armor, it’s not recommended to engage in open confrontations against other Battleships or to engage in extended fights against other ships.
American battleship Rhode Island, Tier X – preliminary ship’s parameters
Hit points – 74100. Plating – 27 mm.
Torpedo protection – 26 %.
Main battery – 3×4 356 mm. Firing range – 21.0 km.
Maximum HE shell damage – 4750. HE shell armor penetration – 59 mm. Chance to cause fire – 22%. HE initial velocity – 861 m/s.
Maximum AP shell damage – 9500. AP initial velocity – 823 m/s.
Reload time – 25.0 s. 180 degree turn time – 36.0 s. Maximum dispersion – 225 m. Sigma – 1.70.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 2. Number of Aircraft in Attacking Flight – 1. Maximum range – 11.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 4900.0.
Secondary Armament:
10×2 127.0 mm, range – 7.5 km.
Maximum HE shell damage – 1800. Chance to cause fire – 5%. HE initial velocity – 792 m/s
AA defense: 16×2 76.2 mm., 10×2 127.0 mm., 40×1 20.0 mm.
AA defense short-range: continuous damage per second – 273, hit probability – 70 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 529, hit probability – 75 %, action zone – 4.0 km;
AA defense long-range: continuous damage per second – 168, hit probability – 75 %, action zone – 5.8 km;
Number of explosions in a salvo – 8, damage within an explosion – 1680, action zone 3.5 – 5.8 km.
Maximum speed – 33.0 kt. Turning circle radius – 890 m. Rudder shift time – 16.5 s. Surface detectability – 16.4 km. Air detectability – 11.3 km. Detectability after firing main guns in smoke – 14.9 km.
Available consumables:
1 slot – Damage Control Party (Duration time 20 s; Reload time 80 s; Equipment is unlimited)
2 slot – Repair Party (Duration time 28 s; HP per second 370.5; Reload time 40 s; Charges 4)
3 slot – Engine Boost (Duration time 180 s; Maximum speed +15%; Reload time 90 s; Charges 3)
4 slot – Surveillance Radar (Duration time 40 s; Detection of ships 9.0 km; Reload time 120 s; Charges 3)
4 slot – Fighter (Duration time 60 s; Fighters 4; Action radius 3 km; Reload time 90 s; Charges 3)
4 slot – Spotting Aircraft (Duration time 100 s; Main battery firing range +20.0%; Reload time 240 s; Charges 4)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.