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Supertest: U.S. Tier IX Premium Cruiser Tulsa

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Historical background

In May 1943, the U.S. Bureau of Ordnance proposed a new 203 mm rapid-firing gun. It was designed to be mounted in twin or triple mounts with the former being what would become the main battery of the Des Moines-class cruisers.

At the same time, the Bureau wanted these new guns to be incorporated on existing U.S. cruiser hulls. The triple turrets would have been far too complex to mount on existing hulls because of the much larger cylindric barbette that was required. However, it would have been feasible for the twin turret version and it was considered that the barbettes and roller paths of the previous slow-firing 203 mm could be used.

In the end, the project never became a reality. However, if it ever came to be, the Tulsa, the 8th ship of the Oregon City-class of heavy cruisers, could have been a potential candidate.

In World of Warships, Tulsa isn’t trying to reinvent the wheel and presents the classic characteristics of a high-tier U.S. cruiser with the exception that, compared to the rest, she only gets a 9 km Surveillance Radar.

Ship’s preview

Ship’s commemorative flag

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.

Modules

Hull
Engine
Gun Fire Control System
Main battery

icon_module_Hull_installed

Tulsa

icon_module_Engine_installed

Propulsion: 120 000 HP

icon_module_Suo_installed

‎Mk9 mod. 1

icon_module_Artillery_installed

203 mm/55 RF Mk.16 in a turret

General Characteristics

TierIX
Health42 700 HP
Torpedo Damage Reduction13 %
Displacement17 070 tons
Dimensions
Overall length205.78 m
Beam21.59 m
Overall height (keel to the highest point on the ship)24.0 m
Freeboard5.36 m
Main Armament
Maximum Firing Range14.860 km
203 mm/55 RF Mk.16 in a turret3 x 2 203 mm
Secondary Armament
Maximum Firing Range6.950 km
127 mm/38 Mk.12 on a Mk.32 mount
6 x 2 127 mm
Maximum speed33.0 knots
Turning Circle Radius750 m
Rudder Shift Time10.5 s
Surface Detectability12.06 km
Air Detectability7.25 km
Detectability After Firing Main Guns in Smoke6.79 km

Main Armament

3 x 2 203 mm/55 RF Mk.16 in a turret
 Maximum Firing Range14.860 km
 Reloading Time5.5 s
180 Degree Turn Time30.0 s
Optimal firing angles at the front30°
Optimal firing angles at the rear25°
Sigma2.05 sigma
Maximum Dispersion136 m
Shells
Type of Projectile HE – 203 mm HE/HC Mk25
Alpha Damage2 800
Damage1 220
Penetration capacity 34 mm
Explosion size0.86
Fire chance14 %
Projectile Speed823 m/s
Air Drag0.333
Projectile Mass118 kg
Type of ProjectileAP – 203 mm AP Mk21
Alpha Damage5 000
Projectile Speed762 m/s
Air Drag0.356
Projectile Mass152 kg
Projectile Krupp2 919
Projectile Detonator0.033 s
Detonator threshold34 mm
Ricochet Angles60° – 67.5°

Secondary Armament

6 x 2 127 mm/38 Mk.12 on a Mk.32 mount
Maximum Firing Range6.950 km
Reloading Time6.0 s
Sigma1.0 sigma
Shells
Type of ProjectileHE – 127 mm HE Mk32
Alpha Damage1 800
Damage380
HE penetration21 mm
Explosion Size0.38
Chance to Cause Fire5 %
Projectile Speed792 m/s
Air Drag0.347
Projectile Mass24.5 kg

Anti-air Armament

6 x 2 127 mm/38 Mk.12 on a Mk.32 mount
Sector range0.1 km – 5.8 km
Hit chance90 %
Sector’s damage31
Sector’s damage frequency0.29 s
Sector’s damage per second109
Flak clouds number5
Flak cloud damage1 610
12 x 4 40 mm Bofors on a Mk.2 mount
Sector range0.1 km – 4.0 km
Hit chance90 %
Sector’s damage93
Sector’s damage frequency0.29 s
Sector’s damage per second326
23 x 1 20 mm Oerlikon on a Mk.10 mount
Sector range0.1 km – 3.0 km
Hit chance85 %
Sector’s damage58
Sector’s damage frequency0.29 s
Sector’s damage per second203

Consumables

Slot 1
Slot 2
Slot 3
Slot 4
Damage Control Party
consumable_PCY009_CrashCrewPremiumWork time: 5 s
Cooldown: 60 s
Defensive AA Fire
Number of charges: 3
Work time: 40 s
Cooldown: 80 s
Continuous Damage: +50%
Damage from shell explosions: +300%
Surveillance Radar
Number of charges: 3
Work time: 35 s
Cooldown: 120 s
Ship spotting range: 9.0 km
Repair Party
Number of charges: 3
Work time: 28 s
Cooldown: 80 s
HP regeneration: 0.5%/s
Casemate damage regeneration: 50%
Citadel damage regeneration: 30%
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:

Citadel armor protection:

Turrets armor protection:

Personal Opinion

Soooo… who needs a tier IX Des Moines?

On paper, the Tulsa definitely looks scary, even with just two-thirds of Des Moines’ firepower.

For reference, her theoretical DPM on the HE is 183 273 and for the AP, 327 273.
Buffalo only has 168 000 DPM on the HE and 300 000 DPM on the AP. Of course, Buffalo is more focused on delivering big salvo thanks to the high alpha damage but it still gives you an idea of how much damage Tulsa can pump out while “only” having 6 guns.

She also gets great concealment with the minimum surface detecting range being at 9.47 km.

Everything isn’t all nice and shiny though. Tulsa has 2 non-neglectable downsides. First and foremost, her lack of range with only 14.860 km. For a high-tier cruiser, it starts being a bit too short and running the range upgrade might be something to consider.

Also, the ship is quite squishy and with a below-average HP pool so mistakes in positioning and engagement choices will be punished hard.

As a final downside (kinda), unlike Des Moines, Tulsa doesn’t get that sweet unique upgrade that allows her to accelerate ultra fast.

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