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ARP Maya
Cruiser | Japan | Tier VIII
Tech Tree Position
General
Purchase priceSpecial Doubloons
Hit Points40,100 
Main Battery
203 mm/50 3rd Year Type No.2 in a Model E turret5 х 2 pcs.
Rate of Fire3.8 shots/min
Reload Time16 sec
Rotation Speed6.21 deg/sec
180 Degree Turn Time29 sec
Firing Range15.8 km
Maximum Dispersion133 m
HE Shell203 mm HE Type0 
Maximum HE Damage3,300 
Chance of Fire17 %
Initial HE Velocity840 m/s
HE Shell Weight125.85 kg
AP Shell203 mm AP Type91 
Maximum AP Shell Damage4,700 
Initial AP Shell Velocity840 m/s
AP Shell Weight125.85 kg
Secondary Armament #1
Torpedo Tubes
610 mm Quad4 х 4 pcs.
Rate of Fire0.6 shots/min
Reload Time101 sec
Rotation Speed  deg/sec
180 Degree Turn Time7.2 sec
TorpedoType90 mod. 1 
Maximum Damage17,233 
Torpedo Speed62 knot
Torpedo Range10 km
AA Defense
Maneuverability
Maximum Speed35.5 knot
Turning Circle Radius790 m
Rudder Shift Time8.1 sec
Concealment
Surface Detectability Range11.5 km
Air Detectability Range7.2 km
Battle Levels
12345678910
VIII
Special

ARP Maya — Japanese special premium Tier VIII cruiser.

A Fleet of Fog heavy cruiser modeled after the lead ship of the Imperial Japanese Navy's Takao-class series of cruisers. This warship has been modeled after the same-name ship from "ARPEGGIO OF BLUE STEEL -ARS NOVA-."

Modules

Main Battery GunsRate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chances of HE shells causing a fire on target
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
203 mm/50 3rd Year Type No.2 in a Model E turret3.8291333,300174,70000
HullHit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
ARP Maya40,10061275430/6/6/4400
TorpedoesRate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type90 mod. 10.61017.217,233621000
Fire Control SystemIDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type8 mod. 1000
EngineMaximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 130,000 hp35.500

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumable Modification 1

Player Opinion

Performance

Warning: The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Tier VIII ARP Maya shares many characteristics with the tech tree Japanese heavy cruisers, making her an ideal captain trainer for that line. Her heavy armament, excellent concealment, and survivability combine to make a potentially powerful package. Despite her age, she remains a well-balanced and effective premium ship.

The Ship

ARP Maya has a top speed of 35.5 knots, one of the fastest at her tier, allowing her to outpace many of her peers. This can be pushed to 37 knots with the Sierra Mike signal, providing her with excellent mobility. She has a fast 8.1 second rudder shift and will rapidly respond to course changes. However, her turning circle of 790 meters is rather large, which makes it awkward to maneuver in confined spaces or around torpedoes. Her base concealment of 11.5 km can be reduced to just 9.8 km if ARP Maya is fully built for stealth.

ARP Maya mounts a standard cruiser Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration., which is active for 5 seconds with a 60 second cooldown. Her second slot has a choice of consumables: Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. or Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. Hydroacoustic Search is the optimal choice, to detect torpedoes at 3 km and ships at 4 km for 100 seconds. The Defensive AA Fire will provide a 50% boost to her continuous AA damage, but her weak AA defenses mean the benefits are effectively wasted. She carries a Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. in her third slot, which launches three fighters that patrol around the ship for up to 1 minute, where they will provide emotional support to a ship under air attack. Her fourth consumable slot features a Repair PartyWhile active, restores a percentage of the ship's health points each second. that can recover 14% of lost health with a single use. This can potentially recover 5,600 health per use if used efficiently, for a total of 16,800.

Survivability

With 25 mm bow and stern plating, ARP Maya can bounce all cruiser-caliber AP as well as the 356 mm rounds of some battleships, but most battleships in her matchmaking range will overmatch this plating. Her plating will also shatter the HE rounds of many destroyers, although Japanese gunboats and German destroyers are notable exceptions, as are Ragnar and Tromp with their larger caliber guns. Her citadel is protected by a 102 mm armor belt; although this is rather thin, further protection is provided by external torpedo bulges for much of its length. Finally her deck armor is 41 mm thick, allowing her to defeat the HE bombs of British aircraft carriers, as well as the tactical aircraft of US carriers. Her superstructure can still be penetrated by these types, so ARP Maya should not be thought of as bomb-proof.

ARP Maya has 40,100 hit points as standard, a decent amount although it is on the low side for a Tier VIII heavy cruiser. The ability to recover lost health allows ARP Maya to stay in the fight for longer than her hit points would initially suggest. Experienced players of Japanese cruisers will be accustomed to the ease with which their modules, particularly the rudder, are disabled, and ARP Maya is no different in this regard.

Armament

ARP Maya has ten 203 mm guns mounted in five twin turrets. These weapons will feel familiar to players who have experienced the tech tree heavy cruisers with their long reload and slow turret traverse. Her range of 15.8 km is also somewhat short for the tier, although her concealment allows her to reach useful firing positions. Compensating for these drawbacks, ARP Maya has the improved dispersion common to Japanese 203 mm guns and some of the best HE rounds at her tier. Her AP rounds are able to pose a threat to enemy cruisers out to maximum range, even if they lack the punch of her US counterparts. With her improved dispersion and large number of guns, ARP Maya can punish broadside cruisers and inflict serious damage on her opponents if players have the right ammunition loaded. Her HE rounds are powerful weapons, with high damage and good fire chance per shell. When engaging battleships, her high explosive shells can penetrate the bow and stern plating of battleships within her matchmaking spread, as well as the decks of British and French battleships. Although her shells have a good individual fire chance, ARP Maya lacks the reload to pose a serious fire threat, but she will deal far more direct damage than most light cruisers.

ARP Maya mounts a heavy torpedo armament, with two quad launchers on each side. Compared to most other Japanese cruisers, these have improved angles, with the forward launchers able to engage targets at 39° from her bow. However, using both launchers on a side will still require showing broadside to an enemy. Her torpedoes have a long range and hit hard, with a good flooding chance, but they are easily spotted. An alert enemy will have a minimum of almost 10 seconds to take avoiding action.

Anti-Aircraft

ARP Maya’s anti-aircraft defenses are weak. She has some long range weapons, but the damage they produce is underwhelming and will not dissuade a determined Tier VI carrier. She will produce 3 flak clouds which can cause serious damage, particularly to lower tier aircraft, but these are easily avoided. Most of ARP Maya’s anti-air DPM comes from her short range automatic weapons, as she lacks any medium range weapons. Although the damage from her short range weapons may look impressive, by the time they engage their targets, the aircraft will likely have already finished their attacks.

Anti-Submarine

ARP Maya uses an ASW airstrike with a range of 7 km. Each attack will drop two bombs, with up to two attacks queued at a time. These are standard for the tier, doing 4,200 damage on a direct hit.

Battle Performance

ARP Maya is able to use her concealment to reach positions many other cruisers cannot. This allows her to obtain crossfire on large targets or support friendly destroyers from effective ranges. Her AP rounds can pose a serious threat to broadside cruisers, and her HE is effective against angled targets and destroyers. ARP Maya benefits from the Gun Feeder captain skill, which will allow players to change to the correct ammunition type without waiting for (what can seem like) a lifetime to pass while the target maneuvers away.

She is equally at home harassing battleships or supporting friendly destroyers. Although her reload may be slow, few destroyers will want to hang around after catching a full salvo of ARP Maya’s HE rounds.

Her torpedoes, although powerful, should be thought of as emergency weapons or for area denial. Although they can reach out to 10 km, expecting to reliably hit targets at this range is unrealistic, and launching from short ranges is not recommended. When under air attack, her best hope is relying on friendly AAA or enemy misplays.

ARP Maya offers two play style options. The safer, traditional option is to build for stealth, allowing her to move about the battlefield and remain unspotted. For those who are more confident in their abilities, ARP Maya’s good base concealment means they can forgo the concealment modification and opt for a double rudder shift build. This transforms ARP Maya from a sneaky ambush predator into a slippery open-water gunboat that can rapidly switch direction to avoid enemy fire. If engaging from open water, player should utilize their range in order to maximize the amount of time they will have to avoid incoming fire. Her good accuracy means she can still expect to land multiple shells per salvo on battleships. If this option is taken, players must vary the evasive action they take, ensuring that their movements do not become predictable.

Whichever option is picked, ARP Maya has something to offer everyone, from relative novices to experienced veterans.

PROS

  • Heavy main battery armament
  • Good HE shells
  • Excellent gun accuracy
  • Strong torpedoes
  • Fast rudder shift
  • Good concealment
  • Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable

CONS

  • Slow main battery reload
  • Glacial turret traverse
  • Low HP for a heavy cruiser
  • Weak AA defenses


Research

As a premium ship, ARP Maya has no upgrades to research.

Optimal Configuration

Upgrades

Concealment Build This focuses on building into ARP Maya’s excellent stealth, allowing her to work as an ambush ship. In slot 3, the choice is between alleviating some of the turret traverse speed issues or adding to her already good accuracy.

Open Water Build With this setup, ARP Maya trades some concealment for the ability to dodge long range gunfire aimed at her. The concealment can still be reduced to 10.4 km with captain skills, meaning she is still a rather stealthy ship.

Commander Skills

ARP Maya is a good fit for any captain taken from the Japanese Zao line of cruisers, with the possible exception of captains built for 155 mm Mogami.

The special captain Yamamoto Isoruku can work well with ARP Maya. His improved Grease the Gears skill provides a 20% buff to her turret traverse, a massive improvement to this badly needed skill. His Second Wind talent will also massively improve her reload, although chances are the game will mostly be finished by the time this activates.

Stealth build captain


Open Water Captain If building for open water, Grease the Gears becomes more important to counter her slow turret traverse times. Incoming fire alert is also more important, giving players an early warning of incoming fire.

Consumables

ARP Maya can equip the following consumables:

Camouflage

As a premium ship, ARP Maya comes with Default permanent camouflage and a set of permanent combat bonuses.

Signals

Historical Info

References

Ship Change Log

Ships of Japan
Destroyers II Tachibana Doubloons • II Umikaze • II Tachibana Lima Doubloons • III Wakatake • IV Isokaze • V Minekaze • V Fūjin Doubloons • V Kamikaze Doubloons • V Kamikaze R Doubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome B Doubloons • VI Shinonome Doubloons • VII Akatsuki • VII Shiratsuyu • VII Yūdachi Doubloons • VIII Akizuki • VIII Kagerō • VIII Asashio Doubloons • VIII HSF Harekaze II Doubloons • VIII Asashio B Doubloons • VIII AL Yukikaze Doubloons • VIII Shigure Doubloons • IX Yūgumo • IX Kitakaze • IX Minegumo Doubloons • IX STAR Kitakaze Doubloons • X Shimakaze • X Harugumo • X Hayate Doubloons • X AL Shimakaze Doubloons •  Yamagiri
Cruisers I Hashidate • II Chikuma • III Tenryū • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • V Agano • V Yahagi Doubloons • V Desert Falcon Doubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII Tokachi Doubloons • VII Maya Doubloons • VII ARP Myōkō Doubloons • VII ARP Ashigara Doubloons • VII ARP Haguro Doubloons • VII Southern Dragon Doubloons • VII Eastern Dragon Doubloons • VII ARP Nachi Doubloons • VIII Mogami • VIII Tone Doubloons • VIII Atago Doubloons • VIII Shimanto • VIII Atago B Doubloons • VIII ARP Takao Doubloons • VIII ARP Maya Doubloons • IX Ibuki • IX Takahashi • IX Azuma Doubloons • IX AL Azuma Doubloons • IX Chikuma II Doubloons • IX Chikuma II Golden Doubloons • IX Suzuya Doubloons • IX Suzuya Golden Doubloons • IX Suzuya VL Doubloons • IX BA Takahashi Doubloons • IX Azuma B Doubloons • X Zaō • X Yodo • X Yoshino Doubloons • X Yoshino B Doubloons • X Kitakami Doubloons • X Kushiro Doubloons • X Zaō CLR Doubloons
Battleships II Mikasa Doubloons • III Kawachi • IV Myōgi • IV Ishizuchi Doubloons • V Kongō • V ARP Kongō Doubloons • V ARP Kirishima Doubloons • V ARP Haruna Doubloons • V ARP Hiei Doubloons • V HSF Hiei Doubloons • VI Fusō • VI Mutsu Doubloons • VI Ise Doubloons • VII Nagato • VII Ashitaka Doubloons • VII Hyūga Doubloons • VIII Amagi • VIII Yumihari • VIII Kii Doubloons • VIII Ignis Purgatio Doubloons • VIII Ragnarok Doubloons • IX Izumo • IX Adatara • IX Musashi Doubloons • IX Hizen Doubloons • IX Iwami Doubloons • IX Daisen Doubloons • IX Tsurugi Doubloons • IX Iwami B Doubloons • X Yamato • X Bungo • X Shikishima Doubloons • X ARP Yamato Doubloons • X Yamato Kai Doubloons • X Aki Doubloons • X Aki Golden Doubloons •  Satsuma
Aircraft Carriers IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII Kaga Doubloons • VIII Kaga B Doubloons • X Hakuryū • X Shinano Doubloons • X AL Shinano Doubloons •  Sekiryu
Cruisers
U.S.A. I Erie • II Chester • II Albany Doubloons • III St. Louis • III Charleston Doubloons • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • V Rattlehead Doubloons • VI Pensacola • VI Dallas • VII Atlanta Doubloons • VII New Orleans • VII Helena • VII Indianapolis Doubloons • VII Atlanta B Doubloons • VII Boise Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • VIII Wichita Doubloons • VIII Anchorage Doubloons • VIII Congress Doubloons • VIII Rochester Doubloons • VIII San Diego Doubloons • VIII Bridgeport Doubloons • VIII AL Montpelier Doubloons • IX Buffalo • IX Seattle • IX Vallejo Doubloons • IX Alaska Doubloons • IX Tulsa Doubloons • IX Alaska B Doubloons • IX Cambridge Doubloons • IX Fort Worth Doubloons • IX Fort Worth Golden Doubloons • X Des Moines • X Worcester • X Puerto Rico Doubloons • X Salem Doubloons • X Hawaii Doubloons • X Austin Doubloons • X Puerto Rico B Doubloons • X Hawaii Golden Doubloons •  Jacksonville •  Annapolis
Japan I Hashidate • II Chikuma • III Tenryū • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • V Agano • V Yahagi Doubloons • V Desert Falcon Doubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII Tokachi Doubloons • VII Maya Doubloons • VII ARP Myōkō Doubloons • VII ARP Ashigara Doubloons • VII ARP Haguro Doubloons • VII Southern Dragon Doubloons • VII Eastern Dragon Doubloons • VII ARP Nachi Doubloons • VIII Mogami • VIII Tone Doubloons • VIII Atago Doubloons • VIII Shimanto • VIII Atago B Doubloons • VIII ARP Takao Doubloons • VIII ARP Maya Doubloons • IX Ibuki • IX Takahashi • IX Azuma Doubloons • IX AL Azuma Doubloons • IX Chikuma II Doubloons • IX Chikuma II Golden Doubloons • IX Suzuya Doubloons • IX Suzuya Golden Doubloons • IX Suzuya VL Doubloons • IX BA Takahashi Doubloons • IX Azuma B Doubloons • X Zaō • X Yodo • X Yoshino Doubloons • X Yoshino B Doubloons • X Kitakami Doubloons • X Kushiro Doubloons • X Zaō CLR Doubloons
Germany I Hermelin • II Dresden • II Emden Doubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Deutschland • VI Nürnberg • VI Admiral Graf Spee Doubloons • VI Leipzig Doubloons • VI HSF Admiral Graf Spee Doubloons • VII Admiral Scheer • VII Yorck • VII München Doubloons • VII Weimar Doubloons • VII Nürnberg '44 Doubloons • VII München B Doubloons • VIII Knesebeck • VIII Admiral Hipper • VIII Prinz Eugen Doubloons • VIII Mainz Doubloons • VIII Schill Doubloons • VIII Mainz B Doubloons • VIII Cross of Dorn Doubloons • VIII Wiesbaden Doubloons • VIII Schill B Doubloons • IX Manteuffel • IX Roon • IX Siegfried Doubloons • IX Ägir Doubloons • IX Admiral Schröder Doubloons • IX Blücher Doubloons • IX Roon CLR Doubloons • IX AL Ägir Doubloons • X Prinz Adalbert • X Hindenburg • X Hildebrand Doubloons • X Bremen Doubloons • X AL Hindenburg Doubloons • X Bremen Golden Doubloons •  Clausewitz
U.S.S.R. I Orlan • II Diana Doubloons • II Diana Lima Doubloons • II Novik • III Aurora Doubloons • III Bogatyr • III Oleg Doubloons • III Varyag Doubloons • III AL Avrora Doubloons • IV Svietlana • V Murmansk Doubloons • V Kotovsky • V Krasny Krym Doubloons • V Mikoyan Doubloons • V Kirov Doubloons • VI Budyonny • VI Molotov Doubloons • VI Admiral Makarov Doubloons • VII Shchors • VII Lazo Doubloons • VII Lazo B Doubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail Kutuzov Doubloons • VIII Ochakov Doubloons • VIII Pyotr Bagration Doubloons • VIII Dmitry Pozharsky Doubloons • VIII Kiberpankov Doubloons • IX Dmitri Donskoi • IX Riga • IX Kronshtadt Doubloons • IX Kozma Minin Doubloons • X Moskva Doubloons • X Alexander Nevsky • X Petropavlovsk • X Stalingrad Doubloons • X Smolensk B Doubloons • X Smolensk Doubloons • X Sevastopol Doubloons • X Komissar Doubloons • X PTRPVLSK Doubloons •  Novosibirsk
Pan-Asia I Chengan • III Ning Hai Doubloons • V Chungking • VI Rahmat • VI Huanghe Doubloons • VII Chumphon • VII Lanzhou Doubloons • VIII Harbin • VIII Irian Doubloons • VIII Wukong Doubloons • VIII Narai Doubloons • VIII Piñatian Doubloons • VIII AL Harbin Doubloons • IX Sejong • IX Dalian Doubloons • IX Mengchong Doubloons • IX Tianjin Doubloons • IX Baotou Doubloons • X Jinan • X Incheon Doubloons
U.K. I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V Exeter Doubloons • VI Leander • VI Devonshire • VI London Doubloons • VI Dido Doubloons • VI Orion '44 Doubloons • VII Fiji • VII Surrey • VII Belfast Doubloons • VIII Edinburgh • VIII Albemarle • VIII Cheshire Doubloons • VIII Tiger '59 Doubloons • VIII Belfast '43 Doubloons • VIII Hampshire Doubloons • VIII Nottingham Doubloons • VIII AL Cheshire Doubloons • VIII Érne Doubloons • VIII STAR Edinburgh Doubloons • IX Neptune • IX Drake • IX Aberdeen Doubloons • IX Cursed Fang Doubloons • X Monmouth Doubloons • X Minotaur • X Goliath • X Plymouth Doubloons • X Gibraltar Doubloons • X Defence Doubloons •  Edgar
Europe I Gryf • VI Elli Doubloons • VIII Regele Carol I Doubloons • X Svea Doubloons
Italy I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V Genova Doubloons • VI Trento • VI Duca d'Aosta Doubloons • VII Zara • VII Duca degli Abruzzi Doubloons • VII Francesco Ferruccio Doubloons • VII Gorizia Doubloons • VII Optio Doubloons • VII Fiume Doubloons • VII AL Gorizia Doubloons • VIII Amalfi • IX Brindisi • IX Michelangelo Doubloons • IX Ferrante Gonzaga Doubloons • IX Messina Doubloons • X Venezia • X Napoli Doubloons • X Napoli B Doubloons •  Piemonte
France I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De Grasse Doubloons • VI Dupleix Doubloons • VI Montcalm Doubloons • VII Algérie • VII Toulon Doubloons • VIII Charles Martel • VIII Cherbourg • VIII Bayard Doubloons • IX Saint-Louis • IX Brest • IX Carnot Doubloons • IX Le Havre Doubloons • IX BA Utnapishtim's Ship Doubloons • X Henri IV • X Marseille • X Colbert Doubloons • X Brennus Doubloons • X Amiral Lartigue Doubloons •  Condé
Commonwealth I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI Perth Doubloons • VI Mysore Doubloons • VII Uganda • VII Gambia Doubloons • VIII Auckland • IX Encounter • IX Hector Doubloons • X Cerberus • X Brisbane Doubloons • X Pioneer Doubloons • X Brisbane B Doubloons
Netherlands I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Jaarsveld • VIII Haarlem • VIII De Zeven Provinciën Doubloons • VIII Vrijheid Doubloons • IX Menno van Coehoorn • IX Johan de Witt • IX Van Speijk Doubloons • X Utrecht • X Gouden Leeuw • X Prins van Oranje Doubloons • X Prins van Oranje Golden Doubloons
Spain I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI Canarias Doubloons • VII Asturias • VIII Cataluña • VIII Numancia Doubloons • IX Andalucía • IX Almirante Oquendo Doubloons • X Castilla
Pan-America I Hércules • II Almirante Barroso • II Almirante Abreu Doubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de Julio Doubloons • VIII Ignacio Allende • VIII Almirante Grau Doubloons • VIII Comandante Aguirre Doubloons • IX Santander • X San Martín