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Supertest: U.S. Tier IX Premium Cruiser Tulsa

4 min read

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

Tier IX
Health 42 700 HP
Torpedo Damage Reduction 13 %
Displacement 17 070 tons
Dimensions
Overall length 205.78 m
Beam 21.59 m
Overall height (keel to the highest point on the ship) 24.0 m
Freeboard 5.36 m
Main Armament
Maximum Firing Range 14.860 km
203 mm/55 RF Mk.16 in a turret 3 x 2 203 mm
Secondary Armament
Maximum Firing Range 6.950 km
127 mm/38 Mk.12 on a Mk.32 mount
6 x 2 127 mm
Maximum speed 33.0 knots
Turning Circle Radius 750 m
Rudder Shift Time 10.5 s
Surface Detectability 12.06 km
Air Detectability 7.25 km
Detectability After Firing Main Guns in Smoke 6.79 km

Main Armament

3 x 2 203 mm/55 RF Mk.16 in a turret
 Maximum Firing Range 14.860 km
 Reloading Time 5.5 s
180 Degree Turn Time 30.0 s
Optimal firing angles at the front 30°
Optimal firing angles at the rear 25°
Sigma 2.05 sigma
Maximum Dispersion 136 m
Shells
Type of Projectile  HE – 203 mm HE/HC Mk25
Alpha Damage 2 800
Damage 1 220
Penetration capacity  34 mm
Explosion size 0.86
Fire chance 14 %
Projectile Speed 823 m/s
Air Drag 0.333
Projectile Mass 118 kg
Type of Projectile AP – 203 mm AP Mk21
Alpha Damage 5 000
Projectile Speed 762 m/s
Air Drag 0.356
Projectile Mass 152 kg
Projectile Krupp 2 919
Projectile Detonator 0.033 s
Detonator threshold 34 mm
Ricochet Angles 60° – 67.5°

Secondary Armament

6 x 2 127 mm/38 Mk.12 on a Mk.32 mount
Maximum Firing Range 6.950 km
Reloading Time 6.0 s
Sigma 1.0 sigma
Shells
Type of Projectile HE – 127 mm HE Mk32
Alpha Damage 1 800
Damage 380
HE penetration 21 mm
Explosion Size 0.38
Chance to Cause Fire 5 %
Projectile Speed 792 m/s
Air Drag 0.347
Projectile Mass 24.5 kg

Anti-air Armament

6 x 2 127 mm/38 Mk.12 on a Mk.32 mount
Sector range 0.1 km – 5.8 km
Hit chance 90 %
Sector’s damage 31
Sector’s damage frequency 0.29 s
Sector’s damage per second 109
Flak clouds number 5
Flak cloud damage 1 610
12 x 4 40 mm Bofors on a Mk.2 mount
Sector range 0.1 km – 4.0 km
Hit chance 90 %
Sector’s damage 93
Sector’s damage frequency 0.29 s
Sector’s damage per second 326
23 x 1 20 mm Oerlikon on a Mk.10 mount
Sector range 0.1 km – 3.0 km
Hit chance 85 %
Sector’s damage 58
Sector’s damage frequency 0.29 s
Sector’s damage per second 203

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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