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Cachalot

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Cachalot
Cachalot_wows_main.jpg
Submarine | U.S.A. | Tier VI
Tech Tree Position
Farragut
Arrow_down.png
Cachalot_icon_small.png
Arrow_down.png
Salmon
stock
 top
General
Research price40000 exp
Purchase price4,500,000 Credits
Hit Points11,700 
Secondary Armament #1
76.2 mm/50 Mk.21 on a Mk.21 mount1 х 1 pcs.
Firing Rangekm.
Rate of Fire20 shots/min.
Reload Timesec.
Torpedo Tubes
533 mm6 х 1 pcs.
Rate of Fire1.25 shots/min.
Reload Time48 sec.
Rotation Speed12 deg./sec.
180 Degree Turn Time15 sec.
TorpedoMk22 mod. 0 
Maximum Damage7,033 
Torpedo Speed82 knot
Torpedo Range10.002 km.
Maneuverability
Maximum Speed27 knot
Turning Circle Radius500 m.
Rudder Shift Time6.2 sec.
Concealment
Surface Detectability Range6.36 km.
Air Detectability Range2.35 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VI
Ship_PASS206_Cachalot.png
4,500,000

Cachalot — American Tier VI submarine.

A relatively medium-sized submarine by U.S. Navy standards, Cachalot exerted considerable influence on the development of this type of boat in the U.S. Navy, becoming the predecessor of the "fleet submarines" that would come later. 

Modules

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)
Cachalot (A)11,700131916 0525,000
Cachalot (B)14,000131916 12,0001,050,000
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)
Mk22 mod. 01.348157,0338210 0350,000
Mk22 mod. 11.442157,8338210 8,000700,000
Sonar Rate of Fire
(m/s)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 3,070 hp27 0350,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Damage Control Party Modification 1
Sonar Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Room Protection
 Slot 3 
Torpedo Tubes Modification 1
Dive Capacity Modification 1
Sonar Modification 2
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Submarine Steering Gears Modification 2

Player Opinion

Performance

Cachalot plays like a mobile torpedo platform. With low health and the potential for high damage, she is a glass cannon on the battlefield. The torpedo range is similar to Japanese destroyers at the tier, but the speed is higher than any other ship. On the surface your detection is fairly low but not the lowest, and submerged it goes lower, but with a timer counting down always. The best way to describe how she plays is like a torpedo destroyer who instead of a smoke screen gets the ability to duck underwater and get away that way.

One of the hardest parts to understand about the ship is she cannot stay underwater forever, and being spotted causes the oxygen to count down at double the speed of normal. The ship plays at 3 depths: surface, periscope, and maximum. On the surface and at periscope you get normal torpedo tracking to targets, but at any other depth that all goes away. Pay attention when performing anti-submarine warfare to if they have an X next to their ship letting you know you can't hit them at your current depth. This also holds true when trying to torpedo a surface ship from deep underwater. Pings are incredibly helpful for ensuring torpedoes hit. They can also be used for scouting purposes when players hide in smoke. The best targets to go after are the enemy battleships and other submarines, to protect yours. Pinging a carrier is almost a waste of time due to the damage control negating all pings when active against the ship. Due to her slow speed compared to other ship types, it's easy to get into trouble and hard to get out of it. Open water is your friend due to a lack of guns, and priority should go to fighting ships in it. Your torpedoes track on the minimap for you, so it's best to fire them and let them get about halfway to the target when sniping before pinging them. Beware destroyers getting too close, but do not be totally afraid. Your torpedoes have a short arming distance and if they run a depth charge battery on you and you can live through it and sail parallel to them you can get a good shot off on them with aft torpedoes without worrying about them dodging it easily.

The ship is very rewarding to players who can master torpedo sniping and stay undetected for a majority of the match, while also having the ability to get in close and hit other ships hard before disappearing down deep and reappearing in other locations.

Pros:

  • 6 torpedoes (4 forward, 2 aft) with long range and high speed
  • More health and faster torpedoes than U-69.
  • Enhanced Rudder GearsIncreases dive and ascent speed and reduces diving plane shift time. gives a form of panic button if you have to dive quick and disappear from vision or dodge torpedoes
  • Dive capacity recharges faster than U-69
  • Longer HydrophoneWhile submerged, highlights the terrain and positions of surface ships beyond the spotting range. range than U-69

Cons:

  • Can only load 2 tubes at a time per group
  • Low health pool, lower than same tier destroyers
  • Modest 27 knot surface speed. Is the slowest ship in the game at maximum depth, tied with U-69 at 13 knots
  • Submarine SurveillanceDetect submarines underwater. consumable is shorter-ranged than U-69
  • Is slightly less maneuverable than U-69, and is slower to dive without using Enhanced Rudder GearsIncreases dive and ascent speed and reduces diving plane shift time.
  • Less dive capacity than U-69

Research

Availability of researchable upgrades for Cachalot is as follows:

  1. Hull: Upgrade to Hull (B) for improved survivability. Research of this module unlocks progression to Salmon.
  2. Sonar: Upgrade to Mk.6 mod. 2 for a faster sonar reload.
  3. Torpedoes: Upgrade to Mk22 mod. 1 for better homing torpedo reload and damage.

Optimal Configuration

Upgrades

The recommended upgrades are:

Commander Skills

Consumables

Cachalot equips the following consumables:

Signals

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

Gallery

Historical Info

Historical Gallery

References


Ship Change Log

See here for links to Update notes.

  • First available for testing for all players from random bundles from Update 0.10.7 until Update 0.11.0.
  • Made available for testing again for all players in Update 0.11.2 from sequential combat missions.

Testing Changes

  • DevBlog 181:
    • Adjusted detectability range:
      • By air and submarines: from 2.6 to 2.4 km.
      • When emitting a sonar ping in smoke: from 2.3 to 2.4 km.
    • Other changes:
      • Speed of torpedoes changing depth is now approximately 2.5x higher.
      • Detectability range after emitting a sonar ping now increases to a flat 4 km, rather than the detectability value of the submarine on the surface.
      • The width of the sonar ping and its impact radius was increased 1.5x.
      • Speed of sonar ping emitted on the surface changed to 600 m/s.
      • Submarine Steering Gears Modification 2 added in upgrade slot 4.
  • DevBlog 188:
    • Changed the parameters of torpedoes:
      • Speed increased from 66 to 82 knots.
      • Detectability increased from 1.7 to 2.2 km.
      • Maximum damage increased from 6,500 to 7,833.
      • Reload time decreased from 52 to 50 s.
    • Changed the "Hydrophone" consumable:
      • Action time of the consumable increased from 30 to 45 s.
      • Detection of ships decreased from 7 to 5.5 km.
      • Detection of submarines decreased from 7 to 5.5 km.
  • Update 0.10.8:
    • Dive capacity depletion when the submarine is detected increased from 2 to 4 points per second.
    • Dive capacity restoration rate increased from 0.3 to 0.5 points per second.
    • Detectability range by sea after using the Sonar Ping decreased from 4 to 2 km.
    • The time it takes the torpedoes to arm increased from 0.5 to 2 s.
    • Decreased the detectability after using the Sonar Ping in smoke from 2.4 to 2 km.
    • Changed the Hydrophone consumable:
      • Consumable action time decreased from 45 to 40 s.
      • Consumable cooldown time decreased from 90 to 80 s.
      • Decreased ship bearing distance and spotting range when submerged from 5.5 to 5 km.
  • Update 0.10.9:
    • Dive Capacity depletion rate when spotted decreased from 4 to 3 units per second.
    • Torpedoes are now launched one by one.
    • The width of torpedo launch cone increased 2.5 times.
    • Torpedo and sonar ping range decreased from 11.5 to 10 km.
  • Update 0.10.10:
    • Reduced maneuvering capabilities of homing torpedoes.
    • Distance in which homing torpedoes cease to home in on cruisers and destroyers increased twofold.
    • The base visibility of surface ships at operating depth was decreased to 2 km.
    • Changes in the detectability of the submarine now occur at periscope and operating depth.
  • Update 0.10.11:
    • The torpedo homing mechanics were updated.
    • The Hydrophone consumable starts with a 300 s cooldown at the beginning of a battle.
    • Added an underwater torpedo reticle.
  • DevBlog 255:
    • Increased HP from 9,900 to 14,000.
    • Increased the duration of the double-pinged sector from 30 to 90 s.
    • Can no longer be detected with the Surveillance Radar consumable at periscope depth.
    • Can now detect ships in smoke from the assured acquisition range from operating depth.
    • Ships in smoke can now detect the submarine at the operating depth from the assured acquisition range.
    • Fixed a bug causing the submarine to be affected by a 20-second detectability penalty after using a sonar ping.
    • Fixed a bug that caused ships' detectability to increase for the submarine after firing main battery guns while in smoke.
  • Update 0.11.0:
    • Removed from the live server.
  • Update 0.11.2.1 (This lists the overall changes made to the submarine, including DevBlog 289 and DevBlog 293):
    • Readded to the live server.
    • Can now be detected by Hydroacoustic Search at maximum depth from 2 km.
    • Operating depth removed.
    • Emits oil slicks when hit at periscope or maximum depth.
    • Sonar pings emitted by the submarine are visible to enemy ships at a distance of 8 km.
    • Changed the Damage Control Party consumable:
      • Number of charges decreased from unlimited to 3.
      • Cooldown increased from 40 to 60 s.
      • Action time increased from 5 to 15 s.
    • Changed the Hydrophone consumable:
      • Number of charges increased from 3 to unlimited.
      • Interval between pings decreased to 6 s.
    • Changed the parameters of homing torpedoes:
      • Arming time set to 2 s.
      • Ascent time increased by approximately 2 times.
      • Reload time decreased from 50 to 42 s.
      • Flooding chance decreased from 42% to 32%.
    • Decreased the duration of the single-pinged sector from 30 to 25 s.
    • Decreased the duration of the double-pinged sector from 90 to 50 s.
    • Dive capacity decreased from 360 units to 170 units.
    • Dive capacity recharge rate increased from 0.5 to 1.5 units/s.
    • Dive capacity depletion rate when detected decreased from 3 to 1.3 units/s.
    • Flooding duration decreased from 40 to 30 s.
    • Maximum flooding damage increased from 25% to 33% of total HP.
  • Update 0.11.4:
    • Disabled the increased dive capacity depletion rate when the submarine is detected by the enemy.
    • Replaced ping movement effect with ping launch effect when undetected, displayed within a range of 1 km from the submarine and lasting 5 seconds.
    • The characteristics and capabilities at periscope depth are now maintained while staying at that depth and right until the submarine has reached her maximum depth.
    • The border separating the periscope and maximum depths now lies at 15 m.
    • Maximum depth values were changed to 30 and 60 m.
  • DevBlog 329:
    • Added dispersion when launching torpedoes:
      • 11 ° for bow and 5 ° for stern tubes.
  • DevBlog 332:
    • Changed the dispersion when launching torpedoes:
      • For bow tubes - reduced from 11 ° to 3 °.
      • For stern tubes - reduced from 5 ° to 2 °.
  • Update 0.11.5:
    • Replaced the rotation of torpedo launchers with torpedo turning mechanics.
    • Fixed a bug that caused the submarine at the start of each new battle to select a torpedo type that was different from the last selected type in the previous battle.
    • Fixed a bug that prevented the submarine's torpedo reticles from turning to follow the sonar.
  • DevBlog 338:
    • Dive Capacity recovery rate reduced from 1.5 to 1.2 units/s.
    • Changes to speed and turning circle radius:
      • Surface speed: from 25 to 27 knots.
      • Underwater speed: from 15 to 13 knots.
      • Turning circle radius: from 550 to 500 meters.
  • DevBlog 348:
    • Removed the Hydrophone consumable.
    • Added the Echo-Ranging Set consumable with the following settings:
      • Action time: 30 s.
      • Reload time: 60 s.
      • Interval between pings: 6 s.
      • Ship bearing effect duration: 4 s.
      • Ship bearing distance: 8 km.
      • Number of charges: Unlimited.
    • Added the Low-Frequency Hydrophone consumable with the following settings:
      • Action time: 60 s.
      • Reload time: 120 s.
      • Submarines' spotting range: 6 km.
      • Number of charges: Unlimited.
      • Preparation time: 360 s.
  • Update 0.11.7:
    • Renamed the Echo-Ranging Set consumable to the Hydrophone consumable.
    • Renamed the Low-Frequency Hydrophone consumable to the Submarine Surveillance consumable.
    • Disabled guaranteed detection for the submarine in the submerged position.
    • The visual effects above the submarine when using sonar is now also displayed for the submarine herself.
  • Update 0.11.8:
    • Added a visual distinction between the effect of acoustic homing torpedoes and regular ones.
    • Fixed a bug that caused Credits to be deducted for resupplying only a part of the submarine's ammunition.
    • Fixed a bug that caused tooltips to overlap the screen with the composition of teams when playing the submarine.
  • DevBlog 370:
    • With the release of Update 0.11.9:
      • Preparation time for the Submarine Surveillance consumable reduced from 360 to 330 s.
  • Update 0.11.9:
    • Available in early access via sequential bundles and from Submarines containers.
    • Visual effect added showing smoke coming from the diesel engines while Cachalot is moving.
    • Readded the ping movement effect.
    • Added a special indicator to notify players when there is little diving capacity remaining.
    • Updated the set of sound effects for torpedo launching.
    • Updated the icon for acoustic homing torpedoes.
  • Introduced to the game as a researchable ship in Update 0.11.10.
  • Update 12.0:
    • Fixed a bug that caused the submarine's diving planes to freeze when using the Enhanced Rudder Gears consumable.

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