Unlike the usual American 127 mm guns with lazy ballistics, the guns on San Diego actually bless you with particularly comfortable shell travel time. Any destroyer or lightly armored cruiser showing broadside to her will have a very bad day, getting melted away quickly. On top of that, the ship was given a Main Battery Reload Booster consumable to give her an extra kick when something needs to die fast. With her combined fourteen guns broadside, SAP shells, and fast reload, she can make quick work of enemy ships not angling properly against her. San Diego’s firepower is absolutely no joke. If you want to see the ship in action, here is a commented replay: As a cherry on top, unlike her sisters, she gets a 7 km range ASW airstrikes instead of depth charges to deal with submarines. Outside of her great performances as a DPS source, the ship also brings appreciable utility with the Hydroacoustic Search and a genuinely strong anti-air. Obviously, it’s still an Atlanta hull and if you aren’t careful enough, you will still explode so keep that in mind. Generally speaking, thanks to her great agility, low concealment, and Repair Party consumable, the ship can actually be played fairly aggressively to support your destroyers or get to advantageous positions. Also, her 127 mm guns have great ballistics, making it easy to hit enemy ships at long range and it won’t be a struggle to deal with kiting targets. In return though, she gets much greater freedom of movement thanks to the addition of a Repair Party consumable which allows her to play a lot more in the open instead of being stuck behind islands. The 36 mm penetration offers you a much greater range of targets to damage but dealing with heavily angled ships will be a great pain in the ass. In terms of archetype, the closest you get is Atlanta but unlike her, San Diego has to work with SAP shells which is both a blessing and a curse. Let’s cut straight to the point, Sandy is an absolute blast to play.
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