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Fletcher
Fletcher_wows_main.jpg
Destroyer | U.S.A. | Tier IX
Tech Tree Position
Benson
Arrow_down.png
Fletcher_icon_small.png
Arrow_down.png
Gearing
stock
 top
General
Research price158000 exp
Purchase price12,850,000 Credits
Hit Points13,900 
Main Battery
127 mm/38 Mk.12 on a Mk.30 mod.0 mount5 х 1 pcs.
Rate of Fire17.96 shots/min.
Reload Time3.34 sec.
Rotation Speed34 deg./sec.
180 Degree Turn Time5.29 sec.
Firing Range11.77 km.
Maximum Dispersion103 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 Mk152 х 5 pcs.
Rate of Fire0.49 shots/min.
Reload Time122 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk15 mod. 3 
Maximum Damage16,633 
Torpedo Speed55 knot
Torpedo Range9.15 km.
AA Defense
127 mm/38 Mk.12 on a Mk.30 mod.0 mount5 х 1 pcs.
. . . Average Damage per Second53.5 
. . . Firing Range5.01 km.
40 mm/56 Bofors on a Mk.1 mount3 х 2 pcs.
. . . Average Damage per Second33.9 
. . . Firing Range3.51 km.
20 mm Oerlikon on a Mk.4 mount9 х 1 pcs.
. . . Average Damage per Second32.4 
. . . Firing Range2.01 km.
Maneuverability
Maximum Speed36.5 knot
Turning Circle Radius560 m.
Rudder Shift Time4.5 sec.
Concealment
Surface Detectability Range7.16 km.
Air Detectability Range3.24 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
IX
Ship_PASD021_Fletcher_1943.png
12,850,000

Fletcher — American Tier IX destroyer.

The outbreak of World War II led to the abolition of restrictions on the construction of new ships, and the U.S. Navy set out to design destroyers with increased displacement, which allowed for strengthening the AA and ASW defenses. Immediately after entering service, USS Fletcher joined patrol operations at Guadalcanal. The destroyer participated in the Battle of Guadalcanal and the Battle of Tassafaronga. Later, the ship escorted convoys and covered landing operations, including landings in the Philippines, Bataan, and Corregidor. During World War II, the ship was awarded 15 battle stars.

Four of the class are preserved as military museum ships: USS Cassin Young in Boston, Massachusetts; USS Kidd in Baton Rouge, Louisiana; USS The Sullivans in Buffalo, New York; and HNS Velos (ex-USS Charrette) in Athens, Greece.

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.30 mod.0 mount185.31031,80052,100 01,050,000
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)
Fletcher (A)13,900132059/3/52 01,400,000
Fletcher (B)17,100132057/52 36,0003,250,000
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)
Mk15 mod. 30.51227.216,633559.2 01,470,000
Mk16 mod. 10.61067.219,0336610.5 34,5002,400,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk9 mod. 10 0880,000
Mk9 mod. 20 22,5001,850,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 60,000 hp36.5 01,100,000

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
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

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.


Overview

Tier IX destroyer Fletcher is the successor to the American destroyer Benson, boasting upgrades that further emphasize her role as a “hybrid” destroyer. She is a ship of unprecedented versatility, with the ability to be comfortably configured in either main battery- or torpedo-focused roles.

Hull

Besides visual changes, there are some small changes in the hull stats between Benson and Fletcher. With a fully upgraded hull and Survivability Expert, Fletcher has 2,050 more hit-points than her predecessor, with a maximum hit-point value of 20,250 that is average for a Tier IX destroyer. Fletcher’s 36.5-knot base speed is slower than her predecessor by 1.5 knots, but is still average among her peers. There are small differences between Benson’s and Fletcher’s rudder shift time and turning radius, but it is so negligible that they are both effectively the same. With a lightning-fast rudder shift time of 3 seconds, and a miniscule turning radius of 560 m, Fletcher has the best maneuverability out of any Tier IX destroyer. With proper concealment modules and captain skills, Fletcher maintains Benson’s excellent surface concealment of 5.8 km, allowing her to comfortably outspot around half of the destroyers in her tier. Overall, Fletcher’s hull is a tiny but welcome upgrade from Benson’s extremely well-rounded hull.

Firepower

Fletcher’s main battery remains unchanged compared to Benson. She has the exact same turrets, rate of fire, damage-per-minute values, ballistics, and fire starting potential as her predecessor. However, at Tier IX, captains gain access to the 6th Upgrade Slot, which allows Fletcher to equip Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed. for a boost in main battery firepower. For a Tier IX destroyer, Fletcher’s main battery performance can only be described as average. Her competition has surpassed her in terms of raw performance, while Fletcher herself has effectively the same gun performance as Mahan at Tier VII. There are quite a few destroyers at Tier IX with higher damage-per-minute, superior shell ballistics, and better fire starting capacity. Still, her artillery is usable enough to comfortably defend herself at closer range, and to deal chip damage at longer ranges.

On the other hand, Fletcher’s torpedo battery is a substantial upgrade from Benson’s, with noticeable improvements across every parameter. Fletcher’s upgraded torpedoes deal a maximum of 19,033 damage per torpedo, compared to Benson’s 16,633 maximum damage, giving her very high torpedo alpha for a Tier IX destroyer. Her torpedo range has increased from 9.2 to 10.5 km, allowing Fletcher to comfortably launch her torpedoes outside of the range of enemy ships with 10 km radars. Her torpedo reload also drops to 106 seconds, giving Fletcher a torpedo output that is competitive with her peers. Captains can drop her torpedo reload even further by selecting Torpedo Tubes Modification 2 : -15% reload time. / +50% risk of incapacitation. in the 6th upgrade slot. Her flooding chance gets a boost, from a base of 279% to 323% per torpedo. The most noticeable improvement of all, however, is the speed increase from 55 to 66 knots, making it easier to lead the torpedoes and giving enemies less time to adjust their course.

Fletcher’s firepower is relatively balanced but slightly skewed towards her strong torpedo armament. While her artillery is definitely not something to underestimate, her torpedo prowess rivals that of dedicated torpedo boats at her tier. Captains have unparalleled flexibility to build her as a torpedo boat with solid guns, or as a gunboat with solid torpedoes, depending on their playstyle. The diverse roles Fletcher can fulfill in the heat of battle allow her to be more flexible than her specialized peers.

Anti-Aircraft

Fletcher’s AA suite is above average for a Tier IX destroyer. She has a 5.8 km long-range aura, 3.5 km medium-range aura, and 2 km short-range aura. She puts up four flak clouds, and deals average damage on all three auras. Fletcher also has the option to boost her AA defenses by taking Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., which gives an increased bonus to the continuous damage of tech tree American destroyers. Fletcher’s AA performance is a noticeable improvement over her predecessors when using DFAA due to her medium-range aura. Her AA is not strong enough to stop carriers from getting strikes through, but is still good enough to inflict losses on enemy squads.

Anti-Submarine

Fletcher has very good damage output against enemy submarines, but can only capitalize on enemy mistakes without the assistance of allied spotting. Her depth charges are among the best of all Tier IX destroyers, boasting an excellent alpha of 5,100 damage, best-in-class flooding and fire chance, and a consistent drop pattern that makes it easy to hit submarines. Due to her great speed and maneuverability, it is easy for her to chase down spotted submarines and not get outmaneuvered by them. However, she is reliant on external spotting, whether through Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain., Submarine SurveillanceDetect submarines underwater., or the sub exposing itself in detection range, as she has no tools to directly spot them herself.

Consumables

As with other American destroyers, Fletcher has access to a smoke screen with a 30-second action time and almost 2-minute dispersion time. She can utilize the smoke screen to create mobile cover and fire at enemies with her guns, or to lay down cover for allied ships. Just like other American destroyers from Tiers V through X, Fletcher can choose between Engine BoostWhile active, increases a ship's speed by a fixed percentage. and an improved Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. with higher bonuses to continuous damage. In conjunction with Fletcher’s improved AA, her DFAA consumable allows her to stand a better chance at repelling aircraft. Engine BoostWhile active, increases a ship's speed by a fixed percentage. increases her acceleration and top speed, allowing captains to quickly reposition around the map . Captains should still choose Engine BoostWhile active, increases a ship's speed by a fixed percentage. over Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., as her AA is not strong enough to repel aircraft from the Tier X carriers and Supercarriers often found in her matchmaking spread.

Gameplay

Fletcher is a jack-of-all-trades destroyer with the capability to fulfill a variety of roles given the situation. With solid artillery and potent torpedoes, Fletcher has the ability to deal with most targets she may come across. However, when fighting destroyers with superior artillery, she should only be firing her guns near her detection range, as her artillery performance drops off sharply at range. If enemy destroyers start giving ground, cease fire and disengage from the fight to avoid taking unfavorable trades. She should be played as a front-line destroyer that goes for objectives or provides spotting for her teammates. Using her smoke screen, she can provide immensely valuable cover for her allies to attack from or retreat in. Aim to repel enemies and secure flanks with her armament, and the help of teammates. Make sure to take engagements that are favorable in the right situation, as mistakes in destroyers are costly.

Pros:

  • High rate of fire
  • Decent HE and AP damage per minute
  • Fast turret traverse
  • Torpedos with very high damage and comfortable range
  • Great depth charge damage
  • Fastest rudder shift time and smallest turning radius in tier
  • Great concealment
  • Long smoke duration

Cons:

  • Floaty shell arcs makes hitting targets at long range difficult
  • Worst HE shell fire chance for its tier (5%)
  • AA will not stop a determined airstrike
  • Long Smoke Generator cooldown

Research

Availability of researchable upgrades for Fletcher is as follows:

  • Hull: Upgrade to Hull (B) for additional health, a stouter AA suite, and improved rudder shift time. Research of this module unlocks progression to Gearing.
  • Torpedoes: Not only do the Mk16 mod.1 torpedoes hit harder and travel faster and farther, but they reload more quickly.
  • Gun Fire Control System: Upgrade to Mk9 mod. 2 for an extra 10% range on the main battery.
Fletcher is likely to spend some of her time in close-combat with enemy destroyers, making Hull (B) the best upgrade to invest in first. The Mk16 mod. 1 torpedo upgrade should come next, as it is a drastic upgrade to her torpedo armament. The Fire Control System upgrade should be saved for last or skipped entirely.

Optimal Configuration

Fletcher is a highly flexible destroyer capable of being tailored in a variety of different ways. Captains have the choice of focusing on either their main battery or torpedoes.

Upgrades

The recommended upgrades are:

There is some variety when it comes to optimal upgrades for Fletcher, whether captains want to focus on her main battery or torpedoes. For the first slot, Main Armaments Modification 1 -20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time. is vital in order to keep her artillery and torpedoes from getting knocked out during the heat of battle. For slot 2, Captains can choose between Engine Room Protection : -20% to the risk of incapacitation. / -20% to repair time. or Engine Boost Modification 1 Increases the action time of the Engine Boost and Emergency Engine Power consumables.: +50% action time. in order to have better protected engines and rudder, or a longer lasting Engine Boost. For slot 3, captains should choose Aiming Systems Modification 1 : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion. if going with a main battery build or Torpedo Tubes Modification 1 +20% traverse speed of torpedo tubes. / −40% chance of critical damage to torpedo tubes. / +5% to the speed of shipborne torpedoes. if going with a torpedo-focused build. Propulsion Modification 1 Reduces time to full speed: -50% to time for reaching full power. / Increases engine power when the ship starts moving. is the best upgrade for Slot 4, as it greatly improves Fletcher’s handling and acceleration, giving captains an easier opportunity to mitigate incoming damage. For Slot 5, Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship. is recommended in order to enhance her concealment. Finally, Captains can choose between Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed. if they want faster-firing artillery or Torpedo Tubes Modification 2 : -15% reload time. / +50% risk of incapacitation. if they want reduced torpedo reload time.

Commander Skills

Preventative Maintenance at Level 1 and Last Stand at Level 2 are must-haves for Fletcher commanders. Both are crucial for any destroyer, as they reduce the probability and severity of engine or rudder failure. Losing steering or engine power during the heat of battle is likely to cost captains their ship, so it is imperative that they are protected.

Level 3 offers a number of good options. Survivability Expert is an easy pick, buffing Fletcher’s health pool by 18%. Main Battery & AA Specialist is recommended for captains looking to get more damage out of their main battery, while Fill the Tubes is valuable for captains looking to get more value from her torpedo battery. Superintendent is a strong choice if captains often utilize their smoke screens to cover themselves or allies. Adrenaline Rush can provide valuable boosts in her damage output over the course of a match.

Concealment Expert is recommended as the first Level 4 skill as it helps Fletcher achieve competitive concealment values. Fearless Brawler can replace Main Battery & AA Specialist if captains want to min-max their firepower. There is risk involved, as captains need to put their ship into potential danger in order to utilize the skill. Radio Location can be useful as it helps captains get a bearing of the location of nearby enemies.

Consumables

Fletcher can equip the following consumables:

Signals

Sierra Mike (+5% to the ship's maximum speed.) is a must-have to increase Fletcher’s maximum speed. 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.) are worthwhile picks to increase her firestarting capability. Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) is recommended to increase the flooding chance of her torpedoes. Juliet Charlie (-100% to the risk of your ship's magazine detonating.) is a highly recommended choice for destroyers in particular. November Foxtrot (-5% reload time on all consumables.) is useful for reducing the long cooldown of her Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. and getting her Engine BoostWhile active, increases a ship's speed by a fixed percentage. up faster. X-Ray Papa Unaone (+10% Smoke Generator action time.) is useful to increase her Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. duration.


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

Gallery

Historical Info

Historical Gallery

References

USS Fletcher (DD-445) - Wikipedia
Fletcher-class destroyer - Wikipedia


Ship Change Log

See here for links to Update notes.

  • Added to the game from the very beginning (alpha version) as a Tier VIII destroyer.
  • Update 0.2.2.5:
    • Moved to Tier IX.
  • Update 0.5.1:
    • Torpedo parameters were changed (speed / reload time / range / damage):
      • Torpedoes Mark 14 mod. 3 (52 / 94 / 8.2 / 14500) replaced with Mark 15 mod. 3 (55 / 122 / 9.2 / 16633).
    • Main battery reload time was reduced from 4.5 to 3.34 s.
  • Update 0.5.3:
    • Credits earnings were increased +5%.
    • Added permanent camouflage Type 16 - Fletcher.
  • Update 0.5.3.2:
    • The Type 13 camouflage was renamed Type 16.
  • Update 0.5.7:
    • The armored model of the hull was refined.
  • Update 0.6.3:
    • Fixed minor visual bugs at low and medium settings.
  • Update 0.6.5:
    • Improved the appearance of Tier IX ships with the use of a special technology for drawing thin elements (mainly rigging).
  • Update 0.6.6:
    • Fixed errors in the armor thickness of decks. The values ​​are change to be 19 mm.
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 2.75 km.
  • Update 0.6.13:
    • The efficiency of the Defensive Fire consumable was increased. Now it increases the power of the aura by four times (instead of three).
    • Fire extinguishing time now 30 s instead of 60 s.
    • Hull A: superstructure durability decreased by 100 hitpoints. The change does not affect the HP of the ship in any way.
    • The survivability of air defense weapons was tested and brought to a single standard. The change affects 40mm guns.
  • Update 0.7.7:
    • For 127mm AP / SC Mk38 armor-piercing shells, the detonation time of the fuse was reduced from 0.03 to 0.01 s.
  • Update 0.9.4:
    • Defensive fire consumable now available on all hulls.
  • Update 0.9.6:
    • The bonus to the permanent AA aura damage by the Defensive AA Fire consumable was increased from +50% to +75%.
    • The value of the in-game turning circle radius was changed to 560 m to correct prior discrepancy.
  • Update 0.9.7:
    • The bonus to the permanent AA aura damage of the Defensive AA Fire consumable was increased from +75% to +100%.
  • Update 0.10.3:
    • The stock hull was replaced with a new one, created on the basis of the researchable hull with a modified air defense composition.
  • Update 0.11.5
    • Ship's 3D model changed, resulting in:
      • 0.02 m increase in draught.
      • 0.1 m decrease in hull height.
      • 0.1 m decrease in total length.
      • 0.16 m decrease in waterline hull width.
      • 0.1 m decrease in maximum hull width.
    • Aiming sector of the second torpedo launcher decreased by 4 degrees on each side.
    • The conning tower is now included in the superstructure plating and has the same armor thickness of 13 mm.
    • The amount of HP in the bow of Hull A decreased from 1,800 to 1,600.
    • The amount of HP in superstructures of Hull A increased from 1,000 to 1,200.
    • The Defensive AA Fire consumable added to the slot alongside Engine Boost on Hull A.
    • The amount of HP in the bow of Hull B decreased from 2,200 to 2,000.
    • The amount of HP in superstructures of Hull B increased from 1,300 to 1,500.
  • Update 0.11.6:
    • Minor improvements to the models and textures of the ship.
    • Fixed the model of the ship with the Gold Bug permanent camouflage mounted.
  • Update 0.11.7:
    • Fixed the geometry and textures of the ship.
    • Fixed the geometry and textures of the Gold Bug permanent camouflage.

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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 
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