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Admiral Hipper
Cruiser | Germany | Tier VIII
Tech Tree Position
Research price114000 exp
Purchase price9,000,000 Credits
Hit Points37,300 
Main Battery
IDS_PGGM030_203MM_C344 х 2 pcs.
Rate of Fire5.71 shots/min.
Reload Time10.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time22.5 sec.
Firing Range16.08 km.
Maximum Dispersion143 m.
HE Shell203 mm Spr.Gr. L/4.7 Kz. 
Maximum HE Shell Damage2,500 
Chance of Fire on Target Caused by HE Shell13 %
Initial HE Shell Velocity925 m./s.
HE Shell Weight122 kg.
AP Shell203 mm P.Spr.Gr. L/4.4 
Maximum AP Shell Damage5,900 
Initial AP Shell Velocity925 m./s.
AP Shell Weight122 kg.
Secondary Armament #1
105 mm/65 SK C/33 on a Dop. L. C/31 mount6 х 2 pcs.
Firing Range7.6 km.
Rate of Fire17.91 shots/min.
Reload Time3.35 sec.
HE Shell105 mm Spr.Gr. Kz. 
Maximum HE Shell Damage1,200 
Initial HE Shell Velocity900 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm Drilling4 х 3 pcs.
Rate of Fire0.88 shots/min.
Reload Time68 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoG7a T1 
Maximum Damage13,700 
Torpedo Speed64 knot
Torpedo Rangekm.
AA Defense
105 mm/65 SK C/33 on a Dop. L. C/31 mount6 х 2 pcs.
. . . Average Damage per Second99.6 
. . . Firing Range4.5 km.
20 mm/65 C/38 on an L/30 single mount6 х 1 pcs.
. . . Average Damage per Second18 
. . . Firing Range2.01 km.
20 mm/65 C/38 on a twin mount8 х 2 pcs.
. . . Average Damage per Second33.6 
. . . Firing Range2.01 km.
40 mm/56 Flak 28 on a single mount6 х 1 pcs.
. . . Average Damage per Second45 
. . . Firing Range3.51 km.
37 mm/83 SK C/30 on a Dopp LC/30 mount4 х 2 pcs.
. . . Average Damage per Second10.4 
. . . Firing Range3.51 km.
Maximum Speed32 knot
Turning Circle Radius740 m.
Rudder Shift Time15 sec.
Surface Detectability Range13.79 km.
Air Detectability Range7.18 km.
Battle Levels

Admiral Hipper — German Tier VIII cruiser.

A heavy cruiser that was as good as most ships of this type in terms of speed and armament power. The ship boasted distinct advantages typical of the German Navy ships, i.e. an advanced gun fire control system and a high level of survivability. Those advantages were based on the ship's decent protection, rugged construction, and elaborate subdivision into compartments.


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
203 mm/60 SK C/34 on an LC/34 mount5.722.51432,500135,900 0700,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Admiral Hipper (A)37,30016160466/8/4/6/64 0900,000
Admiral Hipper (B)43,80016160464/6/184 26,0002,000,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
G7a T10.9687.213,700646 0260,000
Maximum Firing Range
Research price
Purchase price
FKS Typ 8 Mod. 10 0750,000
FKS Typ 8 Mod. 20 23,0001,800,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 110,000 hp32 0600,000

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
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1

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.

Tier VIII's Hipper is a very capable heavy cruiser. In historical terms, the Admiral Hipper class of cruisers were the most advanced designs ever commissioned by the Kriegsmarine. That legacy translates well into World of Warships: when fully upgraded, Hipper has a solid main battery, a fearsome anti-aircraft suite, best-in-class German Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain., and banks of deadly torpedoes on both sides for ships that wander too close.

Like other German cruisers, Hipper’s primary strength is the superior range and favorable dispersion of her 8-inch (203 mm) guns. Her main battery is capable of dealing excellent armor piercing damage to enemy cruisers, but can also deal a surprising amount of damage to battleships exposing their flat broadside to her. The long range (nearly 5.6 km) of her Hydroacoustic Search consumable makes it very difficult to torpedo her from a distance and allows her to actively hunt down destroyers or other ships that might be stationary in a nearby cloud of smoke. Her AA guns are mediocre on her stock hull, but once Hull (B) is equipped Hipper’s AA is a true asset to herself and her team.

While Hipper has many strengths, she is not without faults. Her high explosive shells, while serviceable, will sometimes frustrate and disappoint, and the armor scheme of the ship is highly vulnerable to long-range fire. Her range is excellent by cruiser standards, but any battleship at the same tier or above will significantly outrange Hipper, which — combined with her high detectability (the worst among Tier VIII cruisers) — makes drawing attention early in a match nearly suicidal. With a top speed of 32 knots she's on the slower side for a cruiser, and while her main battery has outstanding range and shell performance, the reload time is notably slower than competing light cruisers. Hipper captains must make every shot count, as cruisers like Mikhail Kutuzov or Edinburgh put shells downrange much more quickly.

Hipper is well-suited to the role of either a second-line long range support ship or part of a flanking group. She truly shines when engaging either other cruisers or a distracted target; if she finds herself dueling a battleship, a smart Hipper captain is advised to hold the range open, find some island cover or friendly smoke to duck behind, and re-engage under better circumstances. Hipper’s large health pool makes it a virtual certainty that she can survive late into games — providing her captain doesn't make any serious mistakes — and it is in the late game that she truly shines, able to flex her varied strengths and contribute to victory regardless of the situation she finds herself in.


  • Largest health pool of all non-premium Tier VIII cruisers (sister ship Prinz Eugen has a few more hit points).
  • Very impressive armor piercing shell damage.
  • Excellent range, favorable dispersion, and high shell velocity from her main battery.
  • Excellent firing angles of her main battery.
  • Retains access to improved German version of Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumable.
  • Fastest main battery traverse rate of all Tier VIII cruisers (even those with smaller guns).
  • Angling works well despite relatively low main armor belt value; turtleback armor scheme makes her more resilient to non-battleship AP at medium and close ranges.
  • Hull (B) has an excellent anti-aircraft suite.
  • Powerful torpedo armament; if Hipper is allowed to deploy her torpedoes, they can be devastating.


  • Only eight (8) rifles in her main battery limits her damage output.
  • Slowest Tier VIII cruiser (32 knots).
  • Heavy torpedo armament is only suitable for close-range engagements and ambushes.
  • Vulnerable citadel via long-range plunging fire (due to lack of deck armor).
  • High explosive shell damage and fire chance are below average.
  • Large detection radius makes Concealment Expert and Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship. must-haves.
  • Exceptionally vulnerable to long-range plunging fire.


Availability of researchable upgrades for Admiral Hipper is as follows:

  • Hull: Upgrade to Hull (B) for a significant increase in her anti-aircraft suite, a large bump in her health pool, and a 35% improvement in her rudder shift speed. Research of Hull (B) unlocks progression to Roon.
  • Gun Fire Control System: Upgrade to FKS Typ 8 Mod. 2 for an extra 9% range on the main battery.
Top priority should be given to Hipper’s hull module upgrade.

Optimal Configuration


The recommended upgrades for Admiral Hipper are as follows:

Virtually all builds of Admiral Hipper find themselves mounting Main Armaments Modification 1 in Slot 1 and Steering Gears Modification 1 in Slot 4. After that, captains have some critical choices to make. Concealment System Modification 1 is the most popular pick for Slot 5 in order to help curtail her large detection radius; combined with a captain with the Level 4 skill Concealment Expert, her detectability range drops under 11.0 km. Conversely, Steering Gears Modification 2 : -40% rudder shift time. / -80% repair time. is a strong option in the same slot for captains who prefer quicker rudder response. Captains with access to either Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. or Defensive AA Fire Modification 1 : +20% action time. / -10% cooldown time. are encouraged to plug those in Slot 2 depending on which consumable they opt to equip. The upgrade in Slot 3 is largely dependent on how captains intend to invest commander skill points on Hipper and the role they want her to fulfill in a given game.

Generalist Build: The easy choice for Slot 3 is Aiming Systems Modification 1 : -7% main battery dispersion. / +20% torpedo tubes traverse speed. / +5% secondary battery firing range. / -5% secondary battery dispersion., which improves her shell dispersion and provides a minor buff to her secondary battery. This is the recommended pick for captains who don't wish to specialize the ship in anti-aircraft defenses.

Anti-Aircraft Build: Admiral Hipper’s already outstanding AA suite can be made even more potent by equipping AA Guns Modification 1 +20% reduction in the preparation time of the priority AA sector. in Slot 3, and maximized by assigning a captain with Basic and Advanced Firing Training, providing excellent anti-aircraft protection for herself and teammates when utilizing Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. This does mean sacrificing the exceptional German Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain., however, and is a setup that is largely wasted in games without an aircraft carrier present.

Commander Skills

Admiral Hipper prefers to hold opponents at arms' length. Brawling is not recommended unless the situation is heavily favorable, and the skills of her commander should be tailored to such a strategy. At this end of the German cruiser line the ships begin to play — and handle — more like small battleships, and players will frequently find their commander skill choices echoing those popularly found on battleships: Priority Target at Level 1 and Adrenaline Rush at Level 2. Concealment Expert is also highly recommended at Level 4, as is Advanced Firing Training for captains pursuing an Anti-Aircraft Build. Level 4 also offers Manual Control for AA Armament to captains wishing to go all-in on their Anti-Aircraft Build; this is a very strong skill for high-tier German cruisers and battleships due to the AA potency of their dual-purpose 105mm guns.

Level 3 is where captains are offered some customization in their build. Captains preferring the Anti-Aircraft Build will want to opt for Basic Firing Training. Those pursuing the Generalist Build are better off opting for Demolition Expert; Vigilance is also a decent choice.


Admiral Hipper can equip the following consumables:

The choice between Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. and Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. depends largely on how her commander's skill points are invested. Captains who have heavily invested into the Anti-Aircraft Build may wish to go all-in with Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., or shore up their vulnerability to enemy torpedo strikes with Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.. Conversely, captains who opted for the more Generalist Build approach can likewise go either way depending on who their division-mates are.


Sierra Mike (+5% to the ship's maximum speed.) will help improve her average speed, while Anti-Aircraft Build captains will want to throw on 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.) as well. 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.) and 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.) are also recommended to increase the fire chance of her high explosive shells against angled cruisers and battleships.

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


Historical Info

Historical Gallery


  1. German cruiser Admiral Hipper - Wikipedia
  2. Admiral Hipper-class cruiser - Wikipedia

Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update
  • Introduced into the game as a researchable ship in Update
  • Update 0.5.2:
    • Experience earnings increased by 7%.
    • Credit earnings increased by 6%.
    • A new mechanism for calculating the damage and range of air defense fire was introduced , as a result, the characteristics of air defense guns were slightly changed.
  • Update
    • Type 8 camouflage renamed to Type 10.
  • Update 0.5.6:
  • Received a new top hull with an impressive bow and reinforced AA capabilities. For Hulls (B) and (C), a more powerful HE shell type was added to replace the old one.
  • Hull (A): two 20mm Flak 38 AA mounts were removed. As a result, the average AA damage within the 2km AA engagement area radius decreased by 6 points (from 30 to 24 points).
  • Hull (B) was replaced by the new one, with the bow and a new set of AA defenses:
  • 6x1 20mm Flak 38, 8x2 20mm Flakzwilling 38: the average AA damage within the 2km AA engagement area radius decreased by 16 points (from 68 to 52 points).
  • 4x2 37mm Flakzwilling 30, 6х1 40mm L/56 Flak 28: the average AA damage within the 3.5km AA engagement area radius increased by 10 points (from 45 to 55 points).
  • 6х2 105mm L/65 Dop. L. C/31: the average AA damage within the 4.5km AA engagement area radius did not change and remained 100 points.
  • Added a subsequently researched Hull (C) with the bow and more powerful set of AA defenses in comparison to Hull (B):
  • 4х2 20mm Flakzwilling 38, 6x4 20mm Flakvierling 38 (engagement area radius: 2km; average damage: 53 points).
  • 18x1 40mm L/56 Flak 28 (engagement area radius: 3.5km; average damage: 135 points).
  • 6x2 105mm L/65 Dop. L. C/31 (engagement area radius: 4.5km; average damage: 100 points).
  • Hulls (B) and (C): the current 203mm Spr.gr. L/4.7 Bdz HE shell type was replaced by the 203mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage increased by 200 points (from 2300 to 2500), and the chances of causing fire increased by 2% (from 11% to 13%).
  • If Hull (B) was researched before the update was released, the new Hull (C) will be researched without any XP cost.
  • If Hull (B) was purchased before the update was released and the ship is still available in the Port, the new Hull (C) will be researched and added for mounting without any cost in XP and Credits.
  • Hull research and purchase prices were rebalanced in a way that the overall price of the ship research did not change.
  • Fixed the position of the catapult and the plane on it to better match the historical realities.
  • Update
    • Improvements of firing arcs for the old Hulls (A) and (B), and the new Hull (C) (introduced in Update 0.5.6) are designed to increase playability for the ship in all configurations.
    • Hull (A):
      • Main Battery 2: A “dead zone” near the ship was removed.
      • Main Battery 3: Firing arc adjusted to 290 degrees.
    • Hull (B):
      • Main Battery 2: Firing arc adjusted to 290 degrees.
      • Main Battery 3: A “dead zone” near the ship was removed.
    • Hull (C):
      • Main Batteries 1, 2, 3, 4: Firing arcs adjusted to 290 degrees.
  • Update 0.5.8:
    • The armor model of the hull was refined.
  • Update 0.5.10:
    • Fixed display of the shadow from the rangefinder.
  • Update 0.5.11:
    • Fixed camera intersection with ship geometry.
  • Update 0.5.14:
    • On the first and fourth main battery turrets, the rear armor thickness was increased from 60 to 90 mm.
  • Update 0.6.4:
    • The thickness of the bow and stern, the plating of the casemate, and the corresponding decks was increased from 25 to 27 mm.
  • Update 0.6.6:
    • The penetration of HE shells was increased from 1/6 of the caliber to 1/4 of the caliber.
    • Improved appearance of the ship using a special technology for high-quality rendering of thin elements (mainly rigging).
  • Update 0.6.8:
    • For 105 mm secondary battery shells, the chance of setting fire was reduced from 9% to 5%, and the damage from 1300 to 1200.
    • The range of the secondary battery was increased from 4.5 to 5 km.
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 8.49 km.
  • Update 0.6.13:
    • Fire extinguishing time now 30 s instead of 60 s.
  • Update 0.7.4:
    • Rudder shift time of Hulls B and C reduced from 10.7 to 9.2 s.
    • Main battery reload time reduced from 13 to 11.5 s.
  • Update 0.7.10:
    • The range of the Hydroacoustic Search consumable was unified: 6 km for detecting ships, 4 km for detecting torpedoes.
  • Update 0.8.5:
    • Credit earnings increased by 5%.
  • Update 0.8.6:
    • The armor penetration of the 105 mm secondary high-explosive projectiles was increased from 18 to 26 mm.
  • Update 0.9.2:
    • The central armor was reinforced from 25 mm to 27 mm.
  • Update 0.9.6:
    • Fixed geometry and textures.
    • The value of the in-game turning circle radius was changed to 740 m to correct prior discrepancy.
  • Update 0.9.8:
    • Hull A was removed from the game.
    • Hulls B and C were renamed "A" and "B," respectively.
    • If players had already researched Hull B, they received compensation in the form of 22,000 ship XP.
    • If players had already researched Hull C, the new Hull B was mounted on the ship instead. In other cases, Hull A was mounted on the ship.
    • If players had already purchased one of the replacement hulls, they received compensation in the amount of credits paid for it.
  • Update 0.9.10:
    • The distribution of HP in the hull was slightly updated.
  • Update 0.9.12:
    • Main battery reload time decreased from 11.5 to 11 s.
  • Update 0.10.0:
    • The firing range of the secondary battery was increased to 7.6 km.
  • Update 0.11.4:
    • Main battery reload time decreased from 11 to 10.5 s.
  • Update 0.11.11:
    • Fixed the geometry and textures of the King of the Sea XIV — Gladiator permanent camouflage.
  • Update 13.1:
    • Removed Depth Charges.
    • Added Depth Charge Airstrike with the following characteristics:
      • Range: 7 km.
      • Reload: 30 s.
      • Number of charges: 2.
      • Number of aircraft: 1.
      • Number of bombs per aircraft: 2.
      • Damage: 4,200.

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France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VI DupleixDoubloons • VI MontcalmDoubloons • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • IX Saint-Louis • IX Brest • IX CarnotDoubloons • X Henri IV • X Marseille • X ColbertDoubloons •  Condé 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • III AL AvroraDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VII Lazo BDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk B • X SmolenskDoubloons • X SevastopolDoubloons • X Kommissar •  Novosibirsk 
U.S.A.  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 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín