Welcome to Wargaming.net Wiki!
Forrest Sherman

Forrest Sherman

Jump to: navigation, search
Forrest Sherman
Destroyer | U.S.A. | Tier X
Tech Tree Position
Purchase priceSpecial Doubloons
Hit Points24,900 
Main Battery
127 mm/54 Mk.42 in a turret3 х 1 pcs.
Rate of Fire40 shots/min.
Reload Time1.5 sec.
Rotation Speed40 deg./sec.
180 Degree Turn Time4.5 sec.
Firing Range12.6 km.
Maximum Dispersion109 m.
HE Shell127 mm HE Mk.41 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity808 m./s.
HE Shell Weight31.75 kg.
Maximum SAP Shell Damage2,700 
Initial SAP Shell Velocity808 m./s.
Torpedo Tubes
533 mm Single4 х 1 pcs.
Rate of Fire0.82 shots/min.
Reload Time73 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Maximum Damage17,900 
Torpedo Speed66 knot
Torpedo Range16.5 km.
AA Defense
127 mm/54 Mk.42 in a turret3 х 1 pcs.
. . . Average Damage per Second71.1 
. . . Firing Range5.19 km.
76.2 mm/50 Mk.22 on a Mk.33 mount2 х 2 pcs.
. . . Average Damage per Second41.6 
. . . Firing Range3.99 km.
Maximum Speed33.9 knot
Turning Circle Radius680 m.
Rudder Shift Time5.3 sec.
Surface Detectability Range8.03 km.
Air Detectability Range3.84 km.
Battle Levels

Forrest Sherman — American special premium Tier X destroyer.

After the construction of the large and expensive Mitscher class of destroyers, the next series was supposed to be a more economical option. The main focus of the design was on anti-aircraft rather than anti-submarine defenses. The main armament was represented by automatic single mounts with long-barreled 127 mm guns. In the 1950s and 70s, USS Forrest Sherman participated in training exercises and ceremonial operations.

Forrest Sherman is available in the Armory for 232,000 CoalCoal since 1 March 2022.


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
127 mm/54 Mk.42 in a turret404.51091,8009 00
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Forrest Sherman24,90062032/34 00
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
Mk25 mod. 10.8737.217,9006616.5 00
Maximum Firing Range
Research price
Purchase price
Mk10 mod. 10 00
Engine Maximum Speed
Research price
Purchase price
Propulsion: 71,500 hp33.9 00

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
Defensive AA Fire Modification 1
Hydroacoustic Search 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


Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Forrest Sherman represents the final evolution of the all-gun destroyer in the US Navy, and her performance in game shows it. Unlike her Tier X American counterparts Gearing and Somers, Sherman is a pure gunboat, capable of delivering withering fire against any captain unfortunate to be caught in range.

With only three barrels, her offensive capability appears weak - before taking into account the ludicrous (and historical!) base reload of 1.5s, placing her HE DPM right on par with Gearing. Compared to Gearing, these shells benefit from an improved base fire chance of 9.0%, ranking very favorably among her peers. What really sets Sherman apart, however, is access to semi-armor piercing (SAP) ammunition, the same type as found on cruiser Austin. With a penetration value of 36mm and a base alpha of 2700 per shell, this is her bread and butter against most broadside targets, easily shredding the most armored of enemy destroyers with the exception of the 50mm armor plating of Khabarovsk and Delny and bypassing most cruiser and even some battleship extremities. The high damage of her SAP shells along with her ridiculous rate of fire means that Sherman will make short work of many a broadside target, with decent HE as a backup when the target turns to angle. Her firepower, in combination to a high hull HP pool (28,400 with Survivability Expert) means that Sherman is able to take quite a few hits and remain fighting, rapidly picking off unlucky destroyers who wander too close.

Observant captains will note that Sherman's main battery departs radically from the 5"/38 batteries of her American destroyer compatriots to the 5"/54 guns found on Austin. Indeed, like Austin, Sherman benefits from an improved muzzle velocity of 808m/s compared to the 792m/s velocity of the older 38-calibers guns. Critically, these shells retain their velocity downrange, resulting in much improved ballistic performance and allowing captains to land consistent hits on enemies at ranges that Gearing commanders could only dream of. Main Battery and AA Expert will allow Sherman to reach out to 15.1km, which is entirely workable with her ballistics. Finally, all three of her turrets traverse a full 360 degrees, doing so in as little as nine seconds, allowing her to remain effective while maneuvering under fire. With an A-XY layout, her firepower can be awkward to bring to bear forward, but this is partially offset by her excellent turret angles.

Sherman benefits from a very dangerous set of consumables, Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. and Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.. Like Friesland and Groningen, this renders her difficult to torpedo inside smoke and challenging to ambush. Positioned properly and with adequate spotting, Sherman can smoke up, activate her hydro, and rain red and yellow tracers on any spotted enemy in range, provided that she is safe from radar and longer-ranged hydro threats. In particular, German ships pose a threat to Sherman, their hydro out-ranging hers by an entire kilometer. Sherman also only gets two charges of smoke (three with Superintendent, meaning that captains will need to be judicious in their deployment. Her smokescreen, like other American smokes, also feature significantly longer dispersal time compared to her peers, allowing her extra time to get her punches in.

Her torpedoes are a unique point of contention. She has the same Mk17 torpedoes as found on Gearing, with good alpha and very workable range, and an improved reload of 73 seconds, comparable to the Mk15 mod. 3 of a Fletcher that has been fully optimized for torpedo reload. The problem arises when trying to utilize them - Sherman has a pair of fixed tubes angled forward on each side of the ship. With only three degrees of freedom, captains will find themselves turning their entire ship just to put a single pair of torpedoes on target. Therefore, while the torpedoes themselves are good, most captains will simply not use them, or otherwise only throw them out as opportunistic shots. However, they can be a deterrent to enemy cruisers and battleships charging into her smoke, a luxury which the Friesland sisters do not have.

Important to note, however, is that Sherman shares many downsides with other smoke gunboats. Among her peers she is the slowest, and does not benefit from Engine BoostWhile active, increases a ship's speed by a fixed percentage., endangering her when shooting in open water. Her rudder is extremely sluggish, making it challenging to dodge torpedoes, sometimes even with hydro active. With the necessary upgrades and commander skills, her lowest detectability range is 6.5km, which is workable but gives stealthier destroyers plenty of room to keep her permanently spotted. Her AA is also nothing to write home about - Sherman receives a standard Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., but does not have the AA efficiency to make it work against even many lower-tiered carriers. Her flak is severely lacking in quantity, her medium-range DPS is anemic even with DFAA active, and she has no short-range AA to speak of. Captains will likely appreciate how quickly she can clear pesky spotting fighters from the air, but it will not stop or even seriously impede incoming aerial attack. Being caught in a bad position in this ship, especially by planes, is usually a quick ticket back to port. Instead, captains should try to play her like Friesland or Harugumo, finding an advantageous position with multiple targets in range and with teammates to spot, and farming from smoke. Sherman has all the tools for ambushing torpedo boats, but against gunboats a captain would be wiser to keep the distance and use her excellent ballistics to her advantage.

A ship of many extremes, Sherman offers a unique play style, a breath of fresh air from her more torpedo-oriented American brethren. Challenging to play to her full potential but highly rewarding when done so, Sherman will be an interesting and exciting addition to many ports.


  • All turrets can rotate 360°, allowing Sherman to quickly switch sides when firing
  • Fastest reloading guns in the game
  • Access to SAP rounds, very effective against lightly armored ships
  • Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. helps her spot both enemy torpedoes and ships
  • Access to US type Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates., the longest-lasting smokescreen in the game
  • Surprisingly good concealment for a gunboat DD at 6.5km best detection radius


  • Extremely restrictive torpedo angles, can only fire 2 torps per side at a time
  • Slowest T10 DD with poor maneuverability
  • Large, relatively easy to hit


As a premium ship, Forrest Sherman has no module upgrades to research.

Optimal Configuration


The recommended upgrades are: The recommended upgrades for Forrest Sherman are as follows:

Commander Skills


Forrest Sherman equips the following consumables:


As a premium ship, Forrest Sherman comes with Default permanent camouflage and a set of permanent combat bonuses.


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


Historical Info

Historical Gallery


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.10.11.

Testing Changes

  • DevBlog 243:
    • Preliminary characteristics.
  • DevBlog 249:
    • Main battery reload time decreased from 2.5 to 2 s.
    • Engine Boost consumable replaced with Hydroacoustic Search consumable.
  • DevBlog 257:
    • Main battery reload time decreased from 2 to 1.5 s.
    • Torpedo tubes reload time decreased from 81 to 73 s.
  • DevBlog 264:
    • Charges of the Smoke Generator consumable decreased from 3 to 2.
  • Update 0.11.1:
    • Upon Update release, Sherman was available exclusively from the new Firepower containers (2,500 doubloons each) at a drop rate of 5%.
    • Two weeks after the patch went live (March 2, 2022):
      • Available for purchase in the Armory for 232,000 Coal.
      • Available for purchase in the Armory for 34,950 doubloons and in the Premium store.
  • Update 0.11.3:
    • Minor fixes to geometry and textures of the ship.
  • Update 0.11.7:
    • Fixed the settings for the Free Look Camera available in battle when clicking the right mouse button.

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
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