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Supertest: Pan-American Tier VIII Premium Battleship Atlântico

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Historical background

In terms of historical background, there isn’t much to talk about. In action, Atlantico is a pure WG-made ship. Shonai from Wargaming covered the logic behind the development of the design of Atlantico:

“This project is one of the possible implementations of the wishes of Brazilian admirals in the 1910s. In reality, Agincourt was the ship that was created following these requirements.
The main features are five twin turrets with 381 mm guns unlike Agincourt’s seven twin turrets with 305 mm guns.

The secondaries can be considered as a “second main caliber” with the turrets being similar to those that can be found on the British pre-dreadnaughts of the Lord Nelson-class.

The ship “was supposed to be built” on British dockyards in the 1910s.
In reality, because of the First World War, all the ships on British dockyards were to be requisitioned for the Royal Navy. Our ship was not fitting the concept of this navy at all and had zero chances of being built.
However, we suppose that the ship was actually constructed around 1915. Later, the ship underwent a modernization in the late 1930s in the U.S. as well as some more upgrades during the Second World War, mostly in terms of anti-air.”

Long story short, it’s basically a mix of Rio de Janeiro and Riachuelo projects, and the 234s come from Almirante Bacellar’s input on Armstrong design 686.

In World of Warships, the Atlantico represents a really interesting design (and I cannot deny that I’m quite hyped for it). She gets some crazy secondary armament with no less than eight 234 mm guns (biggest secondary caliber in the game) and five 127 mm guns per side with a long firing range. Sadly, they don’t get an improved dispersion but you can’t have everything.
She also gets a Hydroacoustic Search and her main battery can only fire AP shells but with improved ricochet angles and also the longest AP fuse time of the game at 0.05s. I will come back on that last part later.

Ship’s preview

Ship’s commemorative flag

Ship’s camouflage

For the classic reminder, this is a ship in testing, anything can change so don’t look at her like she would already be released.


Gun Fire Control System
Main battery




Propulsion: 73 200 HP


‎Mk8 mod. 1


381 mm/42 Mk I on a Mk.I**/N mount

General Characteristics

Health60 100 HP
Torpedo Damage Reduction31 %
Displacement41 834 tons
Overall length227.9 m
Beam30.4 m
Overall height (keel to the highest point on the ship)26.3 m
Freeboard6.16 m
Main Armament
Maximum Firing Range17.350 km
381 mm/42 Mk I on a Mk.I**/N mount5 x 2 381 mm
Secondary Armament
Maximum Firing Range7.473 km
234 mm/50 Mk.XI on a Mk.VII mount
127 mm/38 Mk.12 on a Mk.24 mount
8 x 2 234 mm
10 x 1 127 mm
Maximum speed25.0 knots
Turning Circle Radius800 m
Rudder Shift Time14.8 s
Surface Detectability14.66 km
Air Detectability11.1 km
Detectability After Firing Main Guns in Smoke13.42 km

Main Armament

5 x 2 381 mm/42 Mk I on a Mk.I**/N mount
 Maximum Firing Range17.350 km
 Reloading Time28.0 s
180 Degree Turn Time30.0 s
Optimal firing angles at the front30°
Optimal firing angles at the rear30°
Sigma1.80 sigma
Maximum Dispersion234 m
Type of ProjectileAP – 381 mm AP Mk XXIIb SC
Alpha Damage11 700
Projectile Speed804 m/s
Air Drag0.316
Projectile Mass879 kg
Projectile Krupp2 400
Projectile Detonator0.05 s
Detonator threshold21 mm
Ricochet Angles60° – 67.5°

Secondary Armament

8 x 2 234 mm/50 Mk.XI on a Mk.VII mount
Maximum Firing Range7.473 km
Reloading Time12.5 s
Sigma1.0 sigma
Type of ProjectileHE – 234 mm HE 6 CRH
Alpha Damage3 350
HE penetration38 mm
Explosion Size1.12
Chance to Cause Fire21 %
Projectile Speed881 m/s
Air Drag0.36
Projectile Mass185.3 kg
10 x 1 127 mm/38 Mk.12 on a Mk.24 mount
Maximum Firing Range7.473 km
Reloading Time6.0 s
Sigma1.0 sigma
Type of ProjectileHE – 127 mm HE Mk32
Alpha Damage1 800
HE penetration21 mm
Explosion Size0.38
Chance to Cause Fire5 %
Projectile Speed792 m/s
Air Drag0.347
Projectile Mass24.5 kg

Anti-air Armament

10 x 1 127 mm/38 Mk.12 on a Mk.24 mount
Sector range0.1 km – 5.8 km
Hit chance75 %
Sector’s damage27
Sector’s damage frequency0.29 s
Sector’s damage per second95
Flak clouds number5
Flak cloud damage1 400
12 x 2 40 mm Bofors on a Mk.1 mount
4 x 4 40 mm Bofors on a Mk.2 mount
Sector range0.1 km – 3.5 km
Hit chance75 %
Sector’s damage96
Sector’s damage frequency0.29 s
Sector’s damage per second336
16 x 2 20 mm Oerlikon on a Mk.20 mount
20 x 1 20 mm Oerlikon on a Mk.4 mount
Sector range0.1 km – 2.0 km
Hit chance70 %
Sector’s damage98
Sector’s damage frequency0.29 s
Sector’s damage per second343


Slot 1
Slot 2
Slot 3
Damage Control Party
consumable_PCY009_CrashCrewPremiumWork time: 20 s
Cooldown: 80 s
Repair Party
Number of charges: 4
Work time: 28 s
Cooldown: 80 s
HP regeneration speed: +0.5%/s
Casemate damage regeneration: 50%
Citadel damage regeneration: 10%
Hydroacoustic Search
consumable_PCY016_SonarSearchPremiumNumber of charges: 3
Work time: 100 s
Cooldown: 120 s
Torpedo spotting range: 3.5 km
Ship spotting range: 5.0 km

The Armor

External armor protection:

Front and rear armor protection of the middle section:

Secondary barbettes:


Citadel armor protection:

Turrets armor protection:

Hidden armor protection inside the bow and stern:

Personal Opinion

As of right now, I’m genuinely hyped for this ship. The firepower is really nice with ten 381 mm guns firing AP shells with improved penetration angles and on top of that reduced fuse threshold which means that even thinly armored cruisers like… let’s randomly take Smolensk might get hammered by it.
HOWEVER, there is a certain subtility that needs to be covered. The Atlântico’s AP shells have a 0.05 s of arming time. It is the longest of the whole game with the closest value being 0.033 for most other battleships as well as heavy cruisers. The problem with 0.05s is that broadside cruisers will be likely to take overpenetrations because of the long arming time. However, the moment they will angle, they are going to get properly smashed.
Now there is also a POTENTIAL blessing to this value and it’s the capacity to go through things like German and French battleships turtlebacks. The increased arming time would potentially give the shells the time to pass through the turtleback and then reach the citadel. Obviously, for now, it’s just a theory and I will have to get the ship to try it.

As for the secondaries, they have the standard dispersion. However, with such volume of fire combined with the high caliber, it might actually be fine.

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