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Franklin D. Roosevelt

Franklin D. Roosevelt

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Franklin D. Roosevelt
Franklin_D._Roosevelt_wows_main.jpg
Tech Tree Position
Franklin_D._Roosevelt_icon_small.png
General
Purchase priceSpecial Doubloons
Hit Points67,600 
Secondary Armament #1
127 mm/54 Mk.16 on a Mk.39 mount14 х 1 pcs.
Firing Rangekm.
Rate of Fire15 shots/min.
Reload Timesec.
HE Shell127 mm HE Mk41 
Maximum HE Shell Damage1,800 
Initial HE Shell Velocity808 m./s.
Chance of Fire on Target Caused by HE Shell%
AA Defense
127 mm/54 Mk.16 on a Mk.39 mount14 х 1 pcs.
. . . Average Damage per Second155.4 
. . . Firing Range5.19 km.
40 mm/56 Bofors on a Mk.2 mount20 х 4 pcs.
. . . Average Damage per Second318 
. . . Firing Range3.51 km.
20 mm Oerlikon on a Mk.4 mount16 х 1 pcs.
. . . Average Damage per Second57.6 
. . . Firing Range2.01 km.
40 mm/56 Bofors on a Mk.2 mount1 х 4 pcs.
. . . Average Damage per Second15.9 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius1 230 m.
Rudder Shift Time17.3 sec.
Concealment
Surface Detectability Range15.38 km.
Air Detectability Range12.46 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
X
Ship_PASA510_Roosevelt.png
Special

Franklin D. Roosevelt — American special premium Tier X aircraft сarrier.

From the deck of USS Franklin D. Roosevelt, the second Midway-class aircraft carrier, a significant milestone was achieved by the U.S. Navy. It marked the first series of takeoffs and landings conducted by a jet aircraft from an aircraft carrier. Upon entering service, the ship initially focused on exercises and diplomatic missions during her early years. Later, she served in the Mediterranean Sea and Southeast Asia.

Franklin D. Roosevelt was first released for sale on 1 October 2020.

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)
Franklin D. Roosevelt67,600131931416/21/14 00
Attack Aircraft Speed
(knot)
IDS_SHIP_PARAM_SQUADRON_MED_DAMAGE
(HP/min)
IDS_SHIP_PARAM_SQUADRON_AMMO_AMOUNTHit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
TB2D Skypirate1243,040 00
Torpedo Bombers Maximum Torpedo Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
TB2D Skypirate4,2331193,505 00
Bombers Maximum Bomb Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
TB2D Skypirate1193,525 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 212,000 hp33 00

Compatible Upgrades

 Slot 1 
Air Groups Modification 1
Auxiliary Armaments Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Aircraft Engines Modification 1
 Slot 3 
Secondary Battery Modification 1
Torpedo Bombers Modification 1
Attack Aircraft Modification 1
Aerial Torpedoes Modification 1
 Slot 4 
Damage Control System Modification 2
Attack Aircraft Modification 2
Torpedo Bombers Modification 2
Bombers Modification 1
Airstrike Modification 1
 Slot 5 
Flight Control Modification 1
Concealment System Modification 1
Squadron Consumables Modification 1
 Slot 6 
Flight Control Modification 2
Air Groups 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.

Franklin D. Roosevelt is a tier X special American aircraft carrier available for 33,000 steel. Although she is a Midway-class carrier, she features different armaments in the form of large squadrons of HVAR rockets, torpedo bombers, and high altitude bombers. Her aircraft boast high health pools and potential damage output at the cost of bad plane regeneration time, slow speed, and a long cooldown between attacks. Franklin D. Roosevelt is primarily a damage farming CV, focusing on large targets with high alpha and damage over time effects.

TB2D Skypirate Attack Planes:

Franklin D. Roosevelt’s attack aircraft are generally a last resort against large targets. Each squad consists of 14 aircraft that attack in flights of 2, each launching 26 rockets for a total of 52 per drop. While the large amount of rockets may seem good against destroyers, they are less effective in practice. They have a long machine gun time (7 seconds) and the reticle is farther from the aircraft, making it more difficult to lead destroyers and giving them more time to dodge. Individually, the rockets have lower alpha damage and fire chance in comparison to Midway’s HVAR rockets, but they still retain Midway’s 33 mm penetration. Additionally, the attack aircraft are slow, with 124 knot cruising and 164 knot maximum speed. These rockets should primarily be used if torpedo bomber and dive bomber reserves have been exhausted.

TB2D Skypirate Torpedo Bombers:

Franklin D. Roosevelt’s torpedo bombers are the main damage-dealing squadron against large targets. Each squad consists of 14 aircraft that attack in flights of 2, each launching 4 torpedoes for a total of 8 per drop. These aircraft have a long aiming time but feature the “U-turn drop” that is also available with British torpedo bombers — they can turn while fully aimed without any dispersion penalty. However, the torpedoes are slow and require good lead by players in order to maximize damage output. The torpedo bombers are also slow, with 119 knot cruising and 154 knot maximum speed. Individually, the torpedoes deal less damage than those of Midway but have higher alpha strike potential due to the larger strike. Unlike other aircraft carriers, these bombers do not have an in-flight repair consumable to help mitigate damage taken during strikes.


TB2D Skypirate Dive Bombers:

Franklin D. Roosevelt’s dive bombers are a secondary source of damage with high alpha strike potential and fire chance. Each squad consists of 14 aircraft that attack in flights of 2, each dropping 4 bombs for a total of 8 per drop. These aircraft drop from a higher altitude like British carpet bombers, which requires more leading compared to conventional dive bombers. The dive bombers are slow, with 119 knot cruising and 154 knot maximum speed. Each individual bomb deals slightly less damage, with a lower fire chance and penetration than Midway, but has higher alpha strike potential due to the amount dropped per strike. These bombers are the main squadron to deal with destroyers, but are inconsistent due to the carpet bomber-style drop and long attack cooldown of 25 s. Like the torpedo bombers, the dive bombers can also do a “U-turn drop” without increasing their dispersion. When fully aimed, the bombers can do a 90 degree turn in 3 seconds at minimum speed.


Ship:

Franklin D. Roosevelt is a well-armored carrier that travels at 33 knots and features an 87 mm flight deck. Her hull has a high base concealment of 15.4 km and is covered in standard 19 mm aircraft carrier side plating. Her citadel is well protected, with the thickest citadel armor among all Tier X CVs.

Her anti-aircraft suite is weaker than Midway, as she has fewer AA and dual-purpose secondary mounts. Her close- and long-range AA DPS is weaker and she has 8 flak clouds, 1 less than Midway.

Tips:

  • At the start of the game, players should use either torpedo or dive bombers, but launch and recall 1 attack's worth of planes. This leaves a final incomplete squad for scouting at the start of the game and this is recommended as to not exhaust plane reserves too early.
  • While her squadrons have high hp pools, they are very slow and are vulnerable to flak damage. It is important to dodge flak clouds whenever possible by pressing the a and d keys when traveling to strike targets, as AAA guns fire flak at the predicted path of the planes rather than their actual position.
  • Preserving planes by attacking isolated targets and cycling torpedo and dive bombers is important as the plane regeneration time is very long for both plane types (141 s and 131 s respectively).
  • When using torpedo bombers, it is possible to make 180-degree turns while fully aimed on targets. In order to do so, aim the torpedoes while in the attack phase and sharply turn to a direction using the mouse or a/d keys. Press w/s keys to control how fast the torpedo bombers will arrive at the target.
  • When using the dive bombers for 90 degree turns while fully aimed, decrease speed of the planes for better turning radius and line up strikes around 3 seconds in advance.
  • While 25 second intervals between drops sounds like a long time, use this time period to exit AA auras and target ships that have recently used a Damage Control Party for permanent fires and floods.

Pros:

  • Armored deck
  • Thickly armored citadel
  • High fire chance and penetration on dive bombers
  • Torpedo bombers with minimal dispersion penalty when turning
  • Torpedo bombers have high alpha strike
  • High plane health pool
  • Large initial plane reserves

Cons:

  • Long machine gun delay time
  • 25 second attack cooldown time
  • Slow planes
  • Bad plane regeneration time
  • Poor hull concealment

Research

As a premium ship, Franklin D. Roosevelt has no module upgrades to research.

Optimal Configuration

Upgrades

The recommended upgrades for Franklin D. Roosevelt are as follows:

Commander Skills

Consumables

Franklin D. Roosevelt equips the following consumables:

Aircraft Carrier:

All aircraft carrier consumables are automatically activated.

Attack Aircraft:

Torpedo Bombers:

Bombers:

Camouflage

As a premium ship, Franklin D. Roosevelt comes with Default permanent camouflage and a set of permanent combat bonuses.

Signals

As a carrier, Franklin D. Roosevelt has no risk of detonating and a very fast fire extinguishing time.

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

Gallery

Historical Gallery

References

  1. USS Franklin D. Roosevelt (CV-42) - Wikipedia
  2. Midway-class aircraft carrier - Wikipedia


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.9.3.

Testing Changes

  • Mar 10, 2020:
    • Preliminary characteristics.
  • DevBlog 23:
    • Attack aircraft parameters were changed:
      • Cruising speed increased from 113 to 124 knots.
      • Maximum speed increased from 153 to 164 knots.
      • Time to regain full squadron control after an attack increased from 4 to 5 s.
      • Speed of flight after an attack was increased.
      • Invulnerability time after an attack decreased from 8 to 5 s.
    • Torpedo bombers' parameters were changed:
      • Cruising speed increased from 108 to 119 knots.
      • Maximum speed increased from 143 to 154 knots.
      • Time to regain full squadron control after an attack increased from 4 to 6 s.
      • Speed of flight after an attack was increased.
      • Invulnerability time after an attack decreased from 8 to 6 s.
    • Bombers parameters were changed:
      • Cruising speed increased from 108 to 119 knots.
      • Maximum speed increased from 143 to 154 knots.
      • Time to regain full squadron control after an attack increased from 4 to 6 s.
      • Speed of flight after an attack was increased.
      • Invulnerability time after an attack decreased from 8 to 6 s.
      • Bomb drop time was decreased.
    • Repair consumable's parameters were changed:
      • Percentage of restored Hitpoints increased from 2 to 2.3%.
      • Number of charges increased from 4 to 5.
  • DevBlog 39:
    • Attack aircraft parameters were changed:
      • Height of flight increased.
      • Rocket flight time increased.
      • Attack time decreased from 7 to 5 s.
      • Delay between rocket launches was removed: the attacking flight now fires all the rockets almost simultaneously.
      • Shape of the sight changed: now the ellipse is horizontal rather than vertical.
  • DevBlog 48:
    • Aircraft restoration time was changed:
      • Attack aircraft from 111 to 114 s.
      • Torpedo bombers from 182 to 141 s.
      • Bombers from 171 to 131 s.
    • Number of aircraft per squadron was increased:
      • Torpedo bombers and bombers from 8 to 14.
      • Attack aircraft from 10 to 14.
    • Number of aircraft on deck was increased:
      • Torpedo bombers and bombers from 8 to 21.
      • Attack aircraft from 10 to 21.
    • Repair consumable removed from all squadrons.
    • Patrol fighter consumable removed from attack aircraft.
  • DevBlog 49:
    • Bombers hitpoints decreased from 3,860 to 3,710.
    • Torpedo bombers hitpoints decreased from 3,790 to 3,690.
  • DevBlog 62:
    • Changed rocket parameters:
      • Damage decreased from 2,000 to 1,650.
      • Fire chance decreased from 7% to 5%.
  • DevBlog 64:
    • Number of rockets per attack aircraft decreased from 30 to 28.
  • DevBlog 77:
    • Number of rockets per attack aircraft decreased from 28 to 26.
  • Update 0.9.9:
    • Available for purchase in the Armory for 33,000 Steel.
  • Update 0.10.0:
    • Fixed a bug that caused the previous squadron's attack time to be displayed when launching a new squadron.
  • Update 0.10.8:
    • Torpedo bomber parameters were changed:
      • Torpedo arming distance increased from 517 to 545 m.
      • Torpedo launch spread increased by 5%.
    • Bomber parameters were changed:
      • Maximum damage caused by an HE bomb decreased from 11,200 to 10,600.
      • HE bomb penetration decreased from 67 to 64 mm.
      • Chance of fire being caused by HE bombs decreased from 64 to 60%.
  • Update 0.10.10:
    • Attack aircraft HP decreased from 3,200 to 3,040.
    • Dive bomber HP decreased from 3,710 to 3,525.
    • Torpedo bomber HP decreased from 3,690 to 3,505.
    • Minor fixes to geometry and textures of the ship.
  • Update 0.11.1:
    • Minor corrections to geometry and textures of the ship.
  • Update 0.11.5:
    • Minor fixes to geometry and textures of the ship.

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