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Revision as of 03:57, 24 January 2017
Updated Commander Skills for 0.6.0. Added info about permanent camo.
Revision as of 04:00, 19 February 2019
AA Guns Modification 1
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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
 +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.<br><br>{{Model3DViewer|5b284bf4bd4144cfbc9beb433620842b}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
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 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.  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''; Tier 4 commander skill Survivability Expert is almost necessary in order to get the most out of her. Like her immediate predecessor, she can exchange [[Ship:Consumables#Engine Boost|Engine Boost]] for [[Ship:Consumables#Defensive AA Fire|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. +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]]''. 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=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
?* Can fire between 12.6 km and 10.5 km without being spotted (with upgraded Fire Control System module). 
 * Main battery rate of fire is excellent. * Main battery rate of fire is excellent.
?* Solid top speed of 36.7 knots; she can break 40 knots with the [[Ship:Consumables#Engine Boost|Engine Boost]] consumable.+* 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. * Upgraded torpedoes have a 0.9 km higher range than stock version, and travel noticeably faster.
  
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 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
 +Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows:
 +* '''Hull:''' Upgrade to Hull (B) for more health and improved rudder shift time. Unlocking Hull (C) removes one main battery gun (and comes with a corresponding reduction in long-range anti-aircraft firepower), increases her short-range AA suite, and allows ''{{#var:ship_name}}'' to equip {{Defensive AA Fire}}. Research of Hull (C) unlocks progression to ''[[Mahan]]''.
 +* '''Torpedoes:''' The Mk12 torpedoes travel faster and farther than the stock Mk11's for no change in reload speed; Hull (B) must be equipped before they can be installed.
 +* '''Gun Fire Control System:''' Upgrade to Mk6 mod. 2 for an extra 10% range on the main battery.
 +
 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. 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 [[Ship:Consumables#Defensive AA Fire|Defensive AA Fire]] consumable. It is probably best grabbed after unlocking ''[[Mahan]]'' or skipped completely.+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.
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
  
 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
?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 [[Ship:Upgrades#Tier_I.2B_Equipment_.28Slot_1.29|Upgrade Slot 1]], while Aiming Systems Modification 1 is recommended for [[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Upgrade Slot 2]]. AA Guns Modification 2 might be a decent option for captains who equip Hull (C) and swap [[Ship:Consumables#Engine Boost|Engine Boost]] for [[Ship:Consumables#Defensive AA Fire|Defensive AA Fire]]. Propulsion Modification 1 in [[Ship:Upgrades#Tier_III.2B_Equipment_.28Slot_4.29|Upgrade Slot 4]] and Propulsion Modification 2 in [[Ship:Upgrades#Tier_VI.2B_Equipment_.28Slot_5.29|Upgrade Slot 5]] are both highly recommended in the interests of sustaining ''Farragut''’s mobility while under fire from enemy ships.+The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
 +* '''Slot 1''': {{Main Armaments Modification 1}}
 +* '''Slot 2''': {{Propulsion Modification 1}}
 +* '''Slot 3''': {{Aiming Systems Modification 1}}
 +* '''Slot 4''': {{Propulsion Modification 2}}
 + 
 +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 '''Slot 1''', while Aiming Systems Modification 1 is recommended for '''Slot 2'''. {{AA Guns Modification 1}} might be a decent option for captains who equip Hull (C) and swap {{Engine Boost}} for {{Defensive AA Fire}}. '''Propulsion Modification 1''' in '''Slot 4''' and '''Propulsion Modification 2''' in '''Slot 5''' are both highly recommended in the interests of sustaining ''Farragut''’s mobility while under fire from enemy ships.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
 Preventative Maintenance at Level 1, Last Stand at Level 2, and Concealment Expert at Level 4 are easy recommendations for ''Farragut'' commanders. 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 pr 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.+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. 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.
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 {{Commander Skills {{Commander Skills
 | Priority Target = 1 | Priority Target = 1
?| Preventative Maintenance = 2+| Preventative Maintenance = 3
?| Expert Loader = +| Expert Loader = 1
 | Aircraft Servicing Expert =  | Aircraft Servicing Expert =
 | Direction Center for Catapult Aircraft =  | Direction Center for Catapult Aircraft =
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 | High Alert = 2 | High Alert = 2
 | Jack of All Trades = 1 | Jack of All Trades = 1
?| Expert Marksman = +| Expert Marksman = 1
 | Torpedo Acceleration =  | Torpedo Acceleration =
?| Smoke Screen Expert = 2+| Smoke Screen Expert = 1
 | Expert Rear Gunner =  | Expert Rear Gunner =
?| Adrenaline Rush = +| Adrenaline Rush = 2
 | Last Stand = 3 | Last Stand = 3
  
 | Survivability Expert = 3 | Survivability Expert = 3
 | Basics of Survivability =  | Basics of Survivability =
?| Torpedo Armament Expertise = +| Torpedo Armament Expertise = 1
 | Emergency Takeoff =  | Emergency Takeoff =
 | Basic Firing Training = 3 | Basic Firing Training = 3
 | Superintendent = 2 | Superintendent = 2
 | Demolition Expert = 2 | Demolition Expert = 2
?| Vigilance = +| Vigilance = 1
  
 | Manual Fire Control for Secondary Armament =  | Manual Fire Control for Secondary Armament =
 | Fire Prevention =  | Fire Prevention =
?| Inertia Fuse for HE Shells = 2+| Inertia Fuse for HE Shells = 1
 | Air Supremacy =  | Air Supremacy =
 | Advanced Firing Training = 1 | Advanced Firing Training = 1
 | Manual Fire Control for AA Armament =  | Manual Fire Control for AA Armament =
?| Radio Position Finding = 2+| Radio Position Finding =
 | Concealment Expert = 3 | Concealment Expert = 3
 }} }}
? 
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?Given how easily modules are disabled on a destroyer under fire, investing credits (or doubloons) in [[Ship:Consumables#Damage Control Party|Damage Control Party II]] is recommended. The free versions of [[Ship:Consumables#Engine Boost|Engine Boost]] or [[Ship:Consumables#Defensive AA Fire|Defensive AA Fire]] should be sufficient.+''{{#var:ship_name}}'' can equip the following consumables:
 +* '''Slot 1:''' {{Damage Control Party}}
 +* '''Slot 2:''' {{Smoke Generator}}
 +* '''Slot 3:''' {{Engine Boost}} ('''or''' {{Defensive AA Fire}} '''[Hull (C) Only]''')
 + 
 +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 for random battles.
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
 [[Ship:Camouflage#Standard 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. [[Ship:Camouflage#Standard 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 [[Ship:Camouflage#Permanent_Camouflage|Type 16 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns. +Players who wish to spend doubloons can equip ''Farragut'' with [[Ship:Camouflage#Permanent_Camouflage|Type 16 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
  
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?Equipping the Juliet Whiskey Unaone [[Ship:Flags#Signals|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 [[Ship:Consumables#Engine Boost|Engine Boost]]) as well.+Equipping Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}) is recommended; ''Farragut'' captains who work into torpedo range of enemy ships need to get maximum results. Juliet Charlie ({{Juliet Charlie|Size=18px}}) is also a well-advised choice for any destroyer. Victor Lima ({{Victor Lima|Size=18px}}) and India X-Ray ({{India X-Ray|Size=18px}}) 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 ({{November Echo Setteseven|Size=18px}}) and Sierra Mike ({{Sierra Mike|Size=18px}}) as well.
 + 
 +{{Signal Flags
 +| November Echo Setteseven = 1
 +| Mike Yankee Soxisix =
 +| India X-Ray = 3
 +| Juliet Whiskey Unaone = 2
 +| Victor Lima = 3
 +| Hotel Yankee = 1
 + 
 +| November Foxtrot = 1
 +| Sierra Mike = 3
 +| India Delta =
 +| Juliet Yankee Bissotwo =
 +| India Yankee =
 +| Juliet Charlie = 3
 + 
 +| Zulu = 1
 +| India Bravo Terrathree =
 +| Equal Speed Charlie London = 3
 +| Zulu Hotel = 2
 +| Papa Papa =
 + 
 +| Wyvern =
 +| Red Dragon = 2
 +| Dragon Flag = 2
 +| Ouroboros =
 +| Hydra =
 +}}
  
 |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery>

Revision as of 04:00, 19 February 2019

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
Cachalot
stock
 top
General
Research price35500 exp
Purchase price3,120,000 Credits
Hit Points10,900 
Main Battery
127 mm/38 Mk.12 on a Mk.21 mod.1 mount5 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 Mk.12 on a Mk.21 mod.1 mount2 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range5.01 km.
127 mm/38 Mk.12 on a Mk.24 mod.11 mount3 х 1 pcs.
. . . Average Damage per Second24 
. . . Firing Range5.01 km.
12.7 mm Browning on a single mount4 х 1 pcs.
. . . Average Damage per Second15.2 
. . . Firing Range1.2 km.
Maneuverability
Maximum Speed36.5 knot
Turning Circle Radius560 m.
Rudder Shift Timesec.
Concealment
Surface Detectability Range7.33 km.
Air Detectability Range2.74 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VI
Ship_PASD005_Farragut_1944.png
3,120,000

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 Guns Rate of Fire
(shots/min)
180° 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 Mk.12 on a Mk.21 mod.1/Mk. 24 mod.11 mount15121001,80052,100 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)10,90061654/52 0240,000
Farragut (B)11,50061652/2/52 6,800480,000
Torpedoes Rate 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)
Mark 110.7887.211,733565.5 0152,000
Mark 120.7887.211,733646.4 7,200575,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk6 mod. 10 0165,000
Mk6 mod. 20 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
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Defensive AA Fire Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Depth Charges Modification 1

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 BoostWhile active, increases a ship's speed by a fixed percentage. for Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., 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 BoostWhile active, increases a ship's speed by a fixed percentage. 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

Availability of researchable upgrades for Farragut is as follows:

  • Hull: Upgrade to Hull (B) for more health and improved rudder shift time. Unlocking Hull (C) removes one main battery gun (and comes with a corresponding reduction in long-range anti-aircraft firepower), increases her short-range AA suite, and allows Farragut to equip Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. Research of Hull (C) unlocks progression to Mahan.
  • Torpedoes: The Mk12 torpedoes travel faster and farther than the stock Mk11's for no change in reload speed; Hull (B) must be equipped before they can be installed.
  • Gun Fire Control System: Upgrade to Mk6 mod. 2 for an extra 10% range on the main battery.

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 FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable. It is probably best grabbed after unlocking Mahan or skipped completely.

Optimal Configuration

Upgrades

The recommended upgrades for Farragut are as follows:

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 Slot 1, while Aiming Systems Modification 1 is recommended for Slot 2. AA Guns Modification 1 +20% reduction in the preparation time of the priority AA sector. might be a decent option for captains who equip Hull (C) and swap Engine BoostWhile active, increases a ship's speed by a fixed percentage. for Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. Propulsion Modification 1 in Slot 4 and Propulsion Modification 2 in 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

Farragut can equip the following consumables:

Given how easily modules are disabled on a destroyer under fire, investing credits (or doubloons) in Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) is recommended. The free versions of Engine BoostWhile active, increases a ship's speed by a fixed percentage. or Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. should be sufficient for random battles.

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, reduces her repair costs, and increases the amount of experience she earns.

Signals

Equipping Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) is recommended; Farragut captains who work into torpedo range of enemy ships need to get maximum results. Juliet Charlie (-100% to the risk of your ship's magazine detonating.) is also a well-advised choice for any destroyer. Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) 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 (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) and Sierra Mike (+5% to the ship's maximum speed.) as well.


Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery


Ships of U.S.A.
Destroyers  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • V HillDoubloons • VI Farragut • VI MonaghanDoubloons • VII Mahan • VII SimsDoubloons • VII Sims BDoubloons • VIII Benson • VIII KiddDoubloons • IX Fletcher • IX BenhamDoubloons • IX HalfordDoubloons • IX Black BDoubloons • IX BlackDoubloons • X Gearing • X SomersDoubloons • X Forrest ShermanDoubloons •  Joshua Humphreys 
Cruisers  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Battleships  III South Carolina • IV Wyoming • IV Arkansas BetaDoubloons • V New York • V OklahomaDoubloons • V TexasDoubloons • VI New Mexico • VI ArizonaDoubloons • VI W. Virginia '41Doubloons • VII Colorado • VII FloridaDoubloons • VII West Virginia '44Doubloons • VII CaliforniaDoubloons • VIII North Carolina • VIII Kansas • VIII Nebraska • VIII AlabamaDoubloons • VIII MassachusettsDoubloons • VIII Alabama VLDoubloons • VIII ConstellationDoubloons • VIII Massachusetts BDoubloons • VIII Alabama STDoubloons • VIII North Carolina CLRDoubloons • IX Iowa • IX Minnesota • IX Delaware • IX MissouriDoubloons • IX KearsargeDoubloons • IX IllinoisDoubloons • IX Kearsarge BDoubloons • IX GeorgiaDoubloons • X Montana • X Vermont • X Louisiana • X OhioDoubloons • X Rhode Island • X Wisconsin •  Maine 
Aircraft Carriers  IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • VIII HornetDoubloons • VIII Saipan BDoubloons • X Essex • X Midway • X Franklin D. RooseveltDoubloons •  United States
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 Shinonome BDoubloons • VI ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII HSF Harekaze IIDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • IX Yūgumo • IX Kitakaze • IX MinegumoDoubloons • IX STAR KitakazeDoubloons • X Shimakaze • X Harugumo • X HayateDoubloons •  Yamagiri 
U.K.  II Medea • III Valkyrie • III CampbeltownDoubloons • IV Wakeful • V Acasta • VI Icarus • VI GallantDoubloons • VII Jervis • VII Jupiter '42Doubloons • VIII Lightning • VIII CossackDoubloons • VIII Cossack BDoubloons • IX Jutland • IX SommeDoubloons • X Daring • X DruidDoubloons 
France  II Enseigne Gabolde • III Fusilier • IV Bourrasque • V Jaguar • V SirocoDoubloons • VI Guépard • VI AigleDoubloons • VII Vauquelin • VIII Le Fantasque • VIII Le TerribleDoubloons • IX Mogador • X Kléber • X MarceauDoubloons • X Kléber CLR 
U.S.S.R.  II Storozhevoi • III Derzki • IV Izyaslav • V GremyashchyDoubloons • V Podvoisky • V OkhotnikDoubloons • VI Gnevny • VII Minsk • VII LeningradDoubloons • VII Tashkent '39Doubloons • VIII Ognevoi • VIII Kiev • IX Udaloi • IX Tashkent • IX NeustrashimyDoubloons • X KhabarovskDoubloons • X Grozovoi • X Delny •  Zorkiy 
U.S.A.  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • V HillDoubloons • VI Farragut • VI MonaghanDoubloons • VII Mahan • VII SimsDoubloons • VII Sims BDoubloons • VIII Benson • VIII KiddDoubloons • IX Fletcher • IX BenhamDoubloons • IX HalfordDoubloons • IX Black BDoubloons • IX BlackDoubloons • X Gearing • X SomersDoubloons • X Forrest ShermanDoubloons •  Joshua Humphreys 
Germany  II V-25 • III G-101 • IV V-170 • V T-22 • VI Ernst Gaede • VI T-61Doubloons • VI Karl von SchönbergDoubloons • VII Leberecht Maass • VII Z-31 • VII Z-39Doubloons • VIII Z-23 • VIII Gustav-Julius Maerker • VIII Z-35Doubloons • IX Z-46 • IX Felix Schultz • IX Z-44Doubloons • IX ZF-6Doubloons • X Z-52 • X Elbing • X Z-42Doubloons 
Pan-Asia  II Longjiang • III Phra Ruang • IV Shenyang • V Jianwei • VI Fushun • VI AnshanDoubloons • VII Gadjah Mada • VIII Hsienyang • VIII SiliwangiDoubloons • VIII LoyangDoubloons • VIII FenyangDoubloons • VIII Loyang BDoubloons • VIII Ship SmashaDoubloons • IX Chung Mu • X Yueyang • X Lüshun •  Kunming 
Spain  X Álvaro de BazánDoubloons 
Europe  II Tátra • III Romulus • IV Klas Horn • V Visby • V Muavenet • VI Västerås • VI Stord • VII Skåne • VII Grom • VII BłyskawicaDoubloons • VII Stord '43Doubloons • VIII Öland • VIII Split • VIII OrkanDoubloons • IX Östergötland • IX Lambros Katsonis • IX VelosDoubloons • IX FrieslandDoubloons • IX JägerDoubloons • X Halland • X Gdańsk • X SmålandDoubloons • X RagnarDoubloons •  Dalarna 
Netherlands  IX GroningenDoubloons • X TrompDoubloons 
Italy  II Curtatone • III Nazario Sauro • IV Turbine • V Maestrale • VI Aviere • VI LeoneDoubloons • VII Luca Tarigo • VII FR25Doubloons • VIII Vittorio Cuniberti • IX Adriatico • IX Paolo EmilioDoubloons • X Attilio Regolo 
Commonwealth  III VampireDoubloons • VII HaidaDoubloons • VII HuronDoubloons • X Vampire IIDoubloons 
Pan-America  VI JuruáDoubloons