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Farragut

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Farragut
Farragut_wows_main.jpg
Destroyer | U.S.A. | Tier VI
Tech Tree Position
Nicholas
Arrow_down.png
Farragut_icon_small.png
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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
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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 2 and Propulsion Modification 2 in Slot 4 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 
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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 
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Netherlands  IX GroningenDoubloons • X TrompDoubloons 
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Commonwealth  III VampireDoubloons • VII HaidaDoubloons • VII HuronDoubloons • X Vampire IIDoubloons 
Pan-America  VI JuruáDoubloons