USS Arizona

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Revision as of 11:28, 29 March 2022 by TheFoxInTheBox_ (talk | contribs) (Added section on survivability, mobility and main armament + pros/cons)

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Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
USS Arizona
us_battleship_arizona_1931.png
GarageImage USS Arizona.jpg
USS Arizona
AB RB SB
7.0 7.0 7.0
Class:
Research:390 000 Specs-Card-Exp.png
Purchase:1 050 000 Specs-Card-Lion.png
Show in game

Description

The Pennsylvania-class, USS Arizona (BB-39), 1938 is a rank VI American battleship with a battle rating of 7.0 (AB/RB/SB). It was introduced in Update "Wind of Change".

General info

Survivability and armour

Armourfront / side / back
Citadel330 / 343 / 121 mm
Main fire tower457 / 254 / 228 mm
Hull25 mm (steel)
Superstructure16 mm (steel)
Number of section9
Displacement35 929 t
Crew1 390 people

The Arizona is a very well armoured battleship. The vessel has a main armour belt of 343mm, one of the thickest in game. The belt gets progressively thinner the further underwater it is, from 343mm above the waterline, to 203mm a little under the waterline and then 76mm well below the waterline. Speaking of underwater protection, the Arizona also has torpedo bulges which are rated to protect from torpedo warheads of 250kg or less.

The turrets are the most well armoured turrets in the game, with angled 457mm plates on the turret faces, 228mm on the sides and 330mm on the barbettes. That being said, the turret roofs only have a relatively thin 127mm of armour, which could be vulnerable to plunging fire at long range. The conning tower has 406mm and even the lower part of the smoke funnel has 381mm at its thickest point. The ship also has 120mm across the whole deck and a secondary 38mm deck below that. The fore and aft bulkheads on the vessel are both 330mm when above the waterline and 203mm below it.

All in all, the Arizona is quite resistant to fire from enemy capital ships, however the vessel is using an all or nothing armour scheme. This armour scheme was designed for fighting enemy capital ships at long range, but in war thunder you tend to be fighting numerous ships at relatively close range. As opposed to the distributed armour scheme, the all or nothing armour scheme means you're a little more squishy when it comes to taking fire from smaller vessels as their rapid fire guns can cause a lot of flooding and fire and can still damage modules which aren't behind the armour.

Mobility

Speedforward / back
AB45 / 25 km/h
RB38 / 22 km/h

The ship is very fat and sluggish. The top speed of 38km/h is slow, even for a battleship, and the manoeuvrability is about what you'd expect from such a vessel.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 45 25
RB/SB Stock ___ ___
Upgraded 38 22

Modifications and economy

Repair costBasic → Reference
AB25 320 → 32 966 Sl icon.png
RB31 147 → 40 553 Sl icon.png
Total cost of modifications297 000 Rp icon.png
460 000 Sl icon.png
Talisman cost2 400 Ge icon.png
Crew training300 000 Sl icon.png
Experts1 050 000 Sl icon.png
Aces2 200 Ge icon.png
Research Aces890 000 Rp icon.png
Reward for battleAB / RB / SB
450 / 600 / 100 % Sl icon.png
214 / 214 / 214 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
260 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
22 000 Rp icon.png
Cost:
34 000 Sl icon.png
480 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
330 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
24 000 Rp icon.png
Cost:
37 000 Sl icon.png
530 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
260 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
22 000 Rp icon.png
Cost:
34 000 Sl icon.png
480 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
330 Ge icon.png
Mods ship venting.png
Ventilation
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
330 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
24 000 Rp icon.png
Cost:
37 000 Sl icon.png
530 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
24 000 Rp icon.png
Cost:
37 000 Sl icon.png
530 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
260 Ge icon.png
Mods tank ammo.png
356mm_us_45_mk8_navy_apcbc_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
260 Ge icon.png
Mods tank ammo.png
127mm_usa_51_ap_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
260 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
22 000 Rp icon.png
Cost:
34 000 Sl icon.png
480 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
330 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
330 Ge icon.png
Mods shipSupportPlane.png
Hydroplane
Research:
24 000 Rp icon.png
Cost:
37 000 Sl icon.png
530 Ge icon.png

Armament

Primary armament

4 х Turret3 x 14 inch/45 Mk.8 cannon
Ammunition300 rounds
Vertical guidance-5° / 30°

The Arizona has 12x 356mm main cannons, split into 4x triple turrets, two fore, two aft. The turrets are extremely slow, with a maximum traverse rate of 2°/second. The ship is painfully slow to respond to threats because of this. Now despite carrying 3x 356mm guns per turret, the cannons are crammed closer to one another than the triple turrets of other battleships with smaller main guns. This has the rather predictable effect of giving the turrets a long reload time. With a stock crew, the Arizona has a reload time of 65 seconds, 50 with a completely max level crew. This is by far the longest reload in the entire game. In the time it takes you to fire one salvo, the average enemy battleship will have fired two salvos, three if you're fighting a Scharnhorst. As well as giving you a terrible rate of shells/minute, the long reload also severely exacerbates any inaccuracy you have, as missing even a single salvo can grievously cut into your damage output.

Now, this wouldn't be such a problem if the guns were exceptionally powerful, but they're not. In fact, the performance of your 356mm shells is actually about on par with some 305mm shells of other nations, if not worse. Let's take a look at these shells.

You have access to a grand total of 2 shell types, HE and AP, you have no SAP at all.

The filler of the 356mm HE shell is equivalent to just under 40 kilos of TNT. This is over 13kg less than British 305mm HE and a whole 49kg less than British 343mm HE. It is only 1.38kg more than Japanese 305mm HE and 29kg less than Japanese 356mm SAP. It is 16kg less than the best Russian 305mm HE and SAP.

So as you can see, it's a pretty terrible shell for its calibre.

The AP has impressive penetration with 645mm at 1km and 444mm at 10km, however that's where its good qualities come to an end. The 14kg of filler is about average for a capital calibre AP shell and is inadequate at dealing with enemy capital ships, especially with the extra long reload. The shell just doesn't have the filler to competitively take on enemy battleships, but has so much penetration that it's useless against anything but a battleship. Shooting at cruisers and destroyers with this shell will result in a lot of shells overpenetrating and doing little damage.

Secondary armament

12 х Turret5 inch/51 Mk.7 cannon
Ammunition230 rounds

Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control Select secondary weapon. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.

Anti-aircraft armament

8 х Turret5 inch/25 Mk.11 cannon
Ammunition200 rounds
8 х Turret12.7 mm Browning AN-M2 machine gun
Ammunition2000 rounds
Belt capacity200 rounds
Fire rate577 shots/min

An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.

Scout plane

Main article: SOC-1

Usage in battles

Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).

Pros and cons

Pros:

  • Heavy armour over the most critical modules.
  • Torpedo protection.

Cons:

  • Inadequate AA.
  • Most of the auxiliary cannons are unprotected.
  • Extremely slow (low top speed, low acceleration, slow turret traverse speed).
  • Extremely long reload for the main cannons.
  • Poor quality main calibre shells; Low damage output.

History

Devblog

After the design of the preceding Nevada-class battleships that employed the novel ‘all or nothing’ armor scheme, the Navy sought a slightly larger, improved design to be ordered for construction in the fiscal year of 1913. As such, the Bureau for Construction & Repair came up with a number of design sketches to satisfy the Navy’s requirement.

In April 1912, the final design of what was to become the Pennsylvania class was chosen with further work on refining the design continuing until September. The decision to order the design into construction was met with some political opposition over concerns that the design was too weak and expensive. Nonetheless, the class was approved for construction, with USS Pennsylvania being ordered in August 1912 while its sistership USS Arizona followed suit in March 1913.

USS Arizona was laid down in March 1914, launched in June 1915 and commissioned in October 1916. Due to oil shortages in Europe at the time, the ship didn’t take part in hostilities during WWI, but instead escorted the American president Woodrow Wilson on his trip to Brest for the Paris Peace Conference in 1919 along with other warships. Subsequently, both Arizona and its sistership were transferred to the Pacific Fleet, undergoing substantial modernization in 1929 through 1931.

Throughout the 1930s, both ships took part in regular fleet exercises. However, during the Attack on Pearl Harbor in December 1941, USS Arizona was sunk following a catastrophic explosion of her fore magazines, after an aerial bomb managed to penetrate the ship’s deck.

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links


Brooklyn Navy Yard
Cruiser, Light (CL) 
Brooklyn-class  USS Brooklyn · USS Helena
Heavy Cruisers (CA) 
Pensacola-class  USS Pensacola
Battleships (BB) 
Pennsylvania-class  USS Arizona

USA battleships
Delaware-class  USS North Dakota
Wyoming-class  USS Wyoming · USS Arkansas
New York-class  USS Texas
Nevada-class  USS Nevada
Pennsylvania-class  USS Arizona
New Mexico-class  USS Mississippi
Tennessee-class  USS Tennessee