Welcome to Wargaming.net Wiki!
Variants
In other languages

Farragut

Jump to: navigation, search
Farragut
Farragut_wows_main.jpg
Destroyer | U.S.A. | Tier VI
Tech Tree Position
Nicholas
Arrow_down.png
Farragut_icon_small.png
Arrow_down.png
Mahan
stock
 top
General
Research price39500 exp
Purchase price3,280,000 Credits
Hit Points10,900 
Main Battery
127 mm/38 Mk21 mod. 05 х 1 pcs.
Rate of Fire15 shots/min.
Reload Timesec.
Rotation Speed15 deg./sec.
180 Degree Turn Time12 sec.
Firing Range11.45 km.
Maximum Dispersion100 m.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity792 m./s.
HE Shell Weight24.5 kg.
AP Shell127 mm AP/SC Mk38 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity792 m./s.
AP Shell Weight25 kg.
Torpedo Tubes
533 mm Mk142 х 4 pcs.
Rate of Fire0.68 shots/min.
Reload Time88 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk11 
Maximum Damage11,733 
Torpedo Speed56 knot
Torpedo Range5.49 km.
AA Defense
127 mm/38 Mk21 mod. 12 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range5.01 km.
127 mm/38 Mk21 mod. 03 х 1 pcs.
. . . Average Damage per Second9.6 
. . . Firing Range5.01 km.
12.7 mm Browning M2 mod. 24 х 1 pcs.
. . . Average Damage per Second15.2 
. . . Firing Range1.2 km.
127 mm/38 Mk21 mod. 12 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range5.01 km.
127 mm/38 Mk21 mod. 02 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range5.01 km.
Maneuverability
Maximum Speed36.5 knot
Turning Circle Radius560 m.
Rudder Shift Timesec.
Concealment
Surface Detectability Range7.56 km.
Air Detectability Range3.42 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VI
Ship_PASD005_Farragut_1944.png
3,280,000

Farragut — American Tier VI destroyer.

The first U.S. destroyer of the new generation. She was armed with dual-purpose artillery, which significantly enhanced her AA defenses. The torpedo tubes were placed along the ship’s centerline, and thus they could be used more efficiently. The destroyers of this class were modernized to receive automatic AA guns.

Modules

Main Battery Rate of Fire
(shots/min)
180 Degree Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
127 mm/38 Mk2115121001,80052,100 0198,500
Hull Hit 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)
Farragut (A)10,90062154/520 0240,000
Farragut (B)11,50062152/2/520 6,800480,000
Farragut (C)11,50062142/420 8,000620,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180 Degree Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mark 110.7887.211,733565.5 0152,000
Mark 120.7887.211,733646.4 7,200575,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk6 mod. 1011.4 0165,000
Mk6 mod. 21012.6 5,000340,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 42,800 hp36.5 0155,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Main Battery Modification 2 AA Guns Modification 2 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 5  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2

Player Opinion

Performance

Farragut continues the evolution of American destroyer design where Nicholas left off, retaining the same main battery guns — adding one more — while moving to a centerline-mounted torpedo configuration.

Players who enjoyed Nicholas will find more of the same with Farragut. Her speed and handling characteristics are nearly identical, and she starts off with the exact same 5.5 km range torpedoes (the Mark 11) of her predecessor. The eventual torpedo upgrade module is worthwhile, giving her almost a full kilometer more of torpedo range and, more critically, faster fish. The move to centerline mounts for her torpedo launchers takes some getting used to; she can put eight torpedoes into the water on either side, but captains are likely to miss the flexibility offered by preceding ships of having launchers on both sides of the ship.

Irritatingly, Farragut has a smaller health pool than Nicholas; Level 3 commander skill Survivability Expert is almost necessary in order to get the most out of her. Like her immediate predecessor, she can exchange Engine Boost for Defensive AA Fire, but she must equip Hull (C) — and give up one of her main battery guns — to do so. Airplanes remain one of Farragut’s biggest weaknesses, and her anti-aircraft suite remains largely powerless to deter them.

Overall, Farragut is a solid destroyer that loves maps with lots of islands she can hide in. American destroyer captains wishing for the capability to fire torpedoes from beyond their detection range must remain patient and wait for Mahan.

Pros:

  • Main battery rate of fire is excellent.
  • Solid top speed of 36.7 knots; she can break 40 knots with the Engine Boost consumable.
  • Upgraded torpedoes have a 0.9 km higher range than stock version, and travel noticeably faster.

Cons:

  • Very weak armor; takes damage just as quickly as Nicholas.
  • AA guns are mainly for show and will rarely shoot anything down; even the hull upgrades don't do much to help.
  • Hull (B) only adds 600 more hit points, and she has fewer hit points than Nicholas.
  • Shell arcs make long-range targeting difficult.

Research

As a gunboat destroyer, Farragut is best served by maximizing her health pool; this makes Hull (B) the best place to spend early experience gains. Her stock gun range is quite good, so snag the Torpedo module upgrade next, followed by the Fire Control System module to buff her main battery range.

Hull (C) is an optional upgrade for captains who are interested in access to the Defensive AA Fire consumable. It is probably best grabbed after unlocking Mahan or skipped completely.

Optimal Configuration

Upgrades

There aren't a lot of "out of the box" options in terms of upgrades for Farragut captains. Main Armament Modification 1 is the top pick in Upgrade Slot 1, while Aiming Systems Modification 1 is recommended for Upgrade Slot 2. AA Guns Modification 2 might be a decent option for captains who equip Hull (C) and swap Engine Boost for Defensive AA Fire. Propulsion Modification 1 in Upgrade Slot 4 and Propulsion Modification 2 in Upgrade Slot 5 are both highly recommended in the interests of sustaining Farragut’s mobility while under fire from enemy ships.

Commander Skills

Preventative Maintenance at Level 1, Last Stand at Level 2, and Concealment Expert at Level 4 are easy recommendations for Farragut commanders.

Level 3 offers a number of good options. Survivability Expert is a safe pick, buffing Farragut’s health pool by 20%. Demolition Expert or Basic Firing Training are recommended for captains looking to get more damage out of their main battery. Superintendent is a strong choice if premium consumables are not equipped.

Alternate Level 4 skill recommendations include: Manual Fire Control for AA Armament for captains using Hull (C), though the overall DPS gain is incredibly small for investing four skill points; Advanced Firing Training to buff the range of Farragut’s main battery as well as her anti-aircraft guns; Radio Position Finding, to aid in hunting down enemy destroyers; and Inertia Fuse for HE Shells, which will improve Farragut’s main battery damage against enemy capital ships.

Consumables

Given how easily modules are disabled on a destroyer under fire, investing credits (or doubloons) in Damage Control Party II is recommended. The free versions of Engine Boost or Defensive AA Fire should be sufficient.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.

Players who wish to spend doubloons can equip Farragut with Type 16 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.

Signals

Equipping the Juliet Whiskey Unaone signal is recommended; Farragut captains who work into torpedo range of enemy ships need to get maximum results. Juliet Charlie is also a well-advised choice for any destroyer. Victor Lima and India X-Ray signals are similarly worthy of consideration to increase the fire chance of her main battery shells. Captains who opt to equip Hull (C) may wish to fly November Echo Setteseven (for the extra anti-aircraft damage) and Sierra Mike (to make up for the loss of Engine Boost) as well.

Gallery

Historical Info

Historical Gallery


Ships of U.S.A.
Destroyers  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • VI Farragut • VII Mahan • VII SimsDoubloons • VIII Benson • VIII Kidd • IX Fletcher • IX BlackDoubloons • X Gearing 
Cruisers  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • VI Cleveland • VII AtlantaDoubloons • VII Pensacola • VII IndianapolisDoubloons • VII FlintDoubloons • VIII New Orleans • IX Baltimore • X Des Moines 
Battleships  III South Carolina • IV Wyoming • IV Arkansas BetaDoubloons • V New York • V TexasDoubloons • VI New Mexico • VI ArizonaDoubloons • VII Colorado • VIII North Carolina • VIII AlabamaDoubloons • VIII Massachusetts • VIII Alabama ST • IX Iowa • IX Missouri • X Montana 
Aircraft Carriers  IV Langley • V Bogue • VI Independence • VII Ranger • VII SaipanDoubloons • VIII Lexington • VIII EnterpriseDoubloons • IX Essex • X Midway
Destroyers
Japan  II TachibanaDoubloons • II Umikaze • II Tachibana LimaDoubloons • III Wakatake • IV Isokaze • V Minekaze • V FūjinDoubloons • V KamikazeDoubloons • V Kamikaze RDoubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VIII Akizuki • VIII Kagero • VIII HSF HarekazeDoubloons • IX Yūgumo • X Shimakaze 
U.S.A.  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • VI Farragut • VII Mahan • VII SimsDoubloons • VIII Benson • VIII Kidd • IX Fletcher • IX BlackDoubloons • X Gearing 
Germany  II V-25 • III G-101 • IV V-170 • V T-22 • VI Ernst Gaede • VII Leberecht Maass • VIII Z-23 • IX Z-46 • X Z-52 
U.S.S.R.  II Storozhevoi • III Derzki • IV Izyaslav • V GremyashchyDoubloons • V Podvoisky • V OkhotnikDoubloons • VI Gnevny • VII Minsk • VII LeningradDoubloons • VIII Ognevoi • VIII Kiev • IX Udaloi • IX Tashkent • X Khabarovsk • X Grozovoi 
U.K.  III CampbeltownDoubloons • VI GallantDoubloons 
Pan-Asia  II Longjiang • III Phra Ruang • IV Shenyang • V Jianwei • VI Fushun • VI AnshanDoubloons • VII Gadjah Mada • VIII Hsienyang • VIII LoyangDoubloons • IX Chung Mu • X Yueyang 
Commonwealth  III Vampire 
Italy  
France  
Poland  VII BłyskawicaDoubloons