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Salmon

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Salmon
Salmon_wows_main.jpg
Submarine | U.S.A. | Tier VIII
Tech Tree Position
Cachalot
Arrow_down.png
Salmon_icon_small.png
Arrow_down.png
Balao
stock
 top
General
Research price161000 exp
Purchase price11,500,000 Credits
Hit Points14,700 
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 mm8 х 1 pcs.
Rate of Fire1.25 shots/min.
Reload Time48 sec.
Rotation Speed12 deg./sec.
180 Degree Turn Time15 sec.
TorpedoMk28 mod. 0 
Maximum Damage7,833 
Torpedo Speed82 knot
Torpedo Range11.001 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius500 m.
Rudder Shift Time6.9 sec.
Concealment
Surface Detectability Range5.96 km.
Air Detectability Range2.2 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VIII
Ship_PASS208_Salmon.png
11,500,000

Salmon — American Tier VIII submarine.

The Salmon-class submarines were designed to be fast enough to participate in joint operations with battleships and have a sufficiently long range to operate in the inland waters of Japan. When Pearl Harbor was attacked, USS Salmon was conducting a patrol mission along the coast of Luzon. During World War II, the submarine carried out eleven combat missions, sank five enemy ships, and earned nine battle stars.

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)
Salmon (A)14,70062518 01,500,000
Salmon (B)17,80062518 27,0003,000,000
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)
Mk28 mod. 0 and Mk28 mod. 0 MIE1.348157,8338211 01,000,000
Mk28 and Mk28 MIE1.442157,8338611 18,0002,000,000
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: 5,500 hp33 01,000,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Damage Control Party Modification 1
Sonar Modification 1
 Slot 2 
Engine Room Protection
Sonar Modification 2
Damage Control System Modification 3
 Slot 3 
Torpedo Tubes Modification 1
Dive Capacity Modification 1
Submarine Surveillance Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Submarine Steering Gears
 Slot 5 
Ship Consumables Modification 1
Torpedo Tubes Modification 3
Reinforced Bulkheads

Player Opinion

Performance

The Tier VIII Salmon’s good concealment and high surface speed allows her to quickly move about the battle space, spotting enemies and setting up ambushes with her torpedo armaments. She adds a short-range normal torpedo armament to her arsenal along with long-range homing torpedoes. These two armaments support captains with different play styles and tactics. Players can engage targets from distance using homing torpedoes and the ship’s sonar or close the distance and engage with normal torpedoes. Normal torpedoes do not need sonar to acquire the target. This can be advantageous to the submarine task of putting ordnance on target without the tell-tale sonar noise giving away her position.

Hull

Salmon’s lack of armor protection, zero AA defenses and low health pool of 17,800 requires captains to pay close attention to enemy ships and aircraft positioning. When deciding to enter a capture point or in setting up ambushes, captains should have an escape route in mind should the ship come under attack. The ship’s high surface speed of 33 knots supports ease of repositioning and also escaping from contested positions. Although her submerged speed is a low 16 knots, captains who determine enemies are approaching can successfully egress to a more favorable position before surfacing and repositioning at her higher surface speed. She also has a good rudder shift time of 6.9 seconds which aids in maneuvering to avoid incoming fire. Captains can improve rudder shift to 5.5 seconds by equipping Submarine Steering Gears Agility: -50% rudder and diving plane shift time.. Furthermore, equipping Salmon with Submarine Steering Gears Modification 3 Agility: -40% rudder and diving plane shift time. / -80% repair time. brings the shift time down to a very quick 3.3 seconds.

Armament

Artillery

Salmon has a single mount secondary gun. This 102mm weapon uses SAP ammunition. While its maximum damage potential is 2,350, unless the enemy is on very low health and not focused on the submarine, you’re not likely to have much success with the gun. Also, it can only be used when on the surface and when within 5 km of the target.

Sonar

Her sonar is one of the better performing ones for her tier. Its high 600 m/s ping velocity combined with its 11 km range and 18 m ping width allows Salmon to quickly acquire targets at longer ranges.This enable her to stay further away from targets while limiting the enemies success at counter fire.

Homing Torpedoes

The submarines' battle contribution is dependent on successful employment of her torpedo armaments. Her homing torpedoes 11 km range give Salmon adequate stand-off distance keeping her outside the range of many ASW aircraft. While they have a high detection range of 2.30 km this is offset by their high 86 kt speed which affords targeted ships little opportunity to evade them. Each torpedo has a 31.50% chance of causing flooding. While their maximum damage of 7833 is not likely to sink a capital ship on the first try, she can, in short time, wear the enemy down until it succumbs to Salmon’s torpedoes or to her allies firepower. The homing torpedoes' low maximum damage potential can also be useful in sinking low health targets.

Conventional Torpedoes

It is Salmon’s normal torpedo armament which will afford captains the greater opportunity to effect the outcome of the battle. These low range 9km torpedoes, with a low 1.60 km detection range, chase down their target at 65 kt delivering a maximum damage potential of 15,867. Each of these torpedoes have a 82% chance of causing flooding. They have the same 42 second reload time as homing torpedoes. They also do not use the ship’s sonar to acquire the target, allowing her to remain undetected.

Torpedo Tubes

The ship adds two additional stern tubes bringing its total to four, the same number as the bow has. The loading and reloading of submarine torpedo tubes requires loaders. Unlike other submarines, Salmon is limited to two loaders for each section, bow and stern. Using the four bow tubes section as an example, since she only has two loaders, only half of her four tubes can be loaded at a time. Situational awareness of your tube status is needed. If you are not paying attention to your launches, you might find yourself waiting on another bank of tubes to reload while being chased down by an enemy destroyer.

Consumables

Salmon has a standard Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration., with three stock charges and a 15 second duration time. Captains need to carefully manage their use to avoid exhausting them too early in the battle.

Her HydrophoneWhile submerged, highlights the terrain and positions of surface ships beyond the spotting range. shows the position of surface ships and submarines at periscope level and highlights the sea bottom topography. Its action time of 30 seconds is the same as all submarines regardless of tier. The hydrophones 8 km range and 60 second cool down is the best at Tier VIII. Unlimited charges help keep captains aware of enemy ships within the consumable’s detection range.

Salmon’s Submarine SurveillanceDetect submarines underwater. consumable, used to detect submarines at periscope depth and deeper, has the worst range, 6.00 km, of the current submarines in the game as of update 0.11.9. The U-190 Submarine SurveillanceDetect submarines underwater. range is 9.00 km. Both ships consumable have an action time of 60 seconds and a 120 seconds cool down. Captains should pay attention to enemy use of their consumable and when it is in cool down, close the distance to the target, getting into a range to effectively use your consumable to support getting into a firing position. .

Where Salmon and the United States submarine line stand out is with Enhanced Rudder GearsIncreases dive and ascent speed and reduces diving plane shift time.. This consumable is only available to this nation's submarines. It decreases the diving plane shift time and thus the boat’s dive and ascent time. This will help captains quickly change depths to escape detection. The consumable has two stock charges, a 30 second action time and 120 second cool down. Captain’s need to be very disciplined in the consumables use, perhaps holding back on their use until the submarine is under heavy enemy focus.

Salmon does not have access to the Reserve Battery UnitWhen active, dive capacity does not deplete.. This prevents her from extending her dive capacity beyond it 200 units/second capacity, thus limiting her submerged operations.

Game Play

Salmon can fill several roles for her team. Captains should use her speed and concealment to position the submarine in support of their teammates. She can then keep targets spotted for her team, while also launching torpedoes every 42 seconds. When pinging targets from range, it is important to utilize her rudder shift to dodge depth charges sent at the approximate ping origination point. While double pings can yield more hits, their use exposes the submarine's approximate position to the enemy. Captains need to look out for pinged targets that use their Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. to cancel the ping effect. This causes the homing torpedo to lose target acquisition and miss the enemy ship.

Salmon’s conventional torpedoes provide her a stealth fire capability as sonar is not needed to acquire the target. This armament is best used against Carriers, Battleships and Cruisers. Maintaining awareness of how close you are to proximity detection, should give you the upper hand and lead to successfully damage or sink targeted ships.

Pros:

  • Access to conventional torpedoes with higher damage and flooding chance than homing torpedoes, and are superior to those found on U-190
  • Better HydrophoneWhile submerged, highlights the terrain and positions of surface ships beyond the spotting range. and ping velocity than her German counterpart U-190
  • 4 aft torpedoes.
  • Superior speed and HP compared to U-190
  • Enhanced Rudder Gears serves as a panic button to get out of sticky situations

Cons:

  • Worse sonar range and reload, and homing torpedo performance than U-190
  • No access to Reserve Battery UnitWhen active, dive capacity does not deplete.
  • Only reloads two torpedo tubes at a time, for both the fore and aft torpedoes
  • Worse concealment, dive capacity, and Submarine SurveillanceDetect submarines underwater. consumable than U-190
  • Conventional torpedoes are non-homing, and have significantly worse range and speed than homing torpedoes
  • Significantly slower underwater

Research

Availability of researchable upgrades for Salmon is as follows:

  1. Hull: Upgrade to Hull (B) for improved survivability. Research of this module unlocks progression to Balao.
  2. Sonar: Upgrade to Mk.8 mod. 2 for a faster sonar reload.
  3. Torpedoes: Upgrade to Mk28 and Mk28 MIE for faster torpedo reload, better speed on the homing torpedoes, and improved range, damage and flooding chance for the conventional torpedoes.

Optimal Configuration

Upgrades

The recommended upgrades are:

Commander Skills

Consumables

Salmon equips the following consumables:

Signals

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 maximum sonar ping and torpedo range from 12.7 to 12.5 km.
    • Adjusted detectability range by air and submarines from 2.6 to 2.2 km.
    • Reduced dive capacity from 420 to 400 units.
    • 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 has been 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.
      • Submarine Steering Gears Modification 3 added in upgrade slot 5.
  • DevBlog 188:
    • Changed the parameters of torpedoes:
      • Speed increased from 68 to 86 knots.
      • Detectability increased from 1.8 to 2.3 km.
      • Maximum damage increased from 6,500 to 7,833.
      • Reload time decreased from 50 to 48 s.
    • Changed the Hydrophone consumable:
      • Action time of the consumable increased from 30 to 45 s.
      • Detection of ships decreased from 7.5 to 6 km.
      • Detection of submarines decreased from 7.5 to 6 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 2.2 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.
      • Reduced ship bearing distance and spotting range when submerged from 6 to 5.5 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 12.5 to 11 km.
  • Update 0.10.10:
    • Decreased maneuvering capabilities of homing torpedoes.
    • Distance in which homing torpedoes cease to home in on cruisers and destroyers increased twofold.
    • Added Mk28 MIE proximity fuse torpedoes with the following characteristics:
      • Reload time: 48 s.
      • Torpedo-type switching time: 5 s.
      • Range: 11 km.
      • Maximum damage: 11,600.
      • Speed: 86 knots.
    • The base visibility of surface ships at operating depth has been reduced to 2 km.
    • Changes in the detectability of the submarine now occur at periscope and operating depth.
    • Fixed the models and textures of the ship.
  • 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 12,500 to 17,800.
    • Increased the duration of the double-pinged sector from 30 to 90 s.
    • Decreased maximum depth from 60 to 50 m. The concealment and detectability parameters were changed accordingly.
    • 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:
    • Added minor fixes to the geometry and textures of the ship.
  • 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 48 to 42 s.
      • Flooding chance decreased from 42% to 32%.
    • Changed the parameters of conventional (proximity fuse) torpedoes:
      • Detectability decreased from 2.3 to 1.6 km.
      • Damage increased from 11,600 to 13,867.
      • Range decreased from 11 to 7 km.
      • Arming time set to 5 s.
      • Speed decreased from 86 to 60 knots.
      • Flooding chance increased from 66% to 82%.
    • Sonar reload time decreased from 8.5 to 7.9 s.
    • Decreased the duration of the single-pinged sector from 30 to 25 s.
    • Decreased the duration of the double-pinged sector from 90 to 55 s.
    • Dive capacity decreased from 400 units to 200 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 0.11.3:
    • Changed the parameters of the conventional torpedoes:
      • Speed increased: 60 to 65 knots.
      • Range increased: 7 to 9 km.
      • Arming time decreased: 5 to 4.6 s.
  • Update 0.11.4:
    • Disabled the possibility to launch conventional torpedoes at maximum depth.
    • 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 stern tubes.
    • Reduced the time before forced ascent when the sub's dive capacity is depleted.
  • DevBlog 332:
    • Changed the dispersion when launching torpedoes:
      • For bow and stern tubes - reduced from 11 ° to 3 °.
  • 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 31 to 33 knots.
      • Underwater speed: from 18 to 16 knots.
      • Turning circle radius: from 640 to 580 meters.
  • Update 0.11.6:
    • Minor improvements to the models and textures of the ship.
  • 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.
    • The Johnston Atoll permanent camouflage was added.
    • 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 0.11.10:
    • Minor fixes to the geometry and textures of the ship.
    • Fixed an issue with the firing range of the ship's secondary battery guns.
  • Update 0.11.11:
    • Fixed the geometry and textures of the Johnston Atoll permanent camouflage.
  • Update 12.0:
    • Fixed a bug that caused the submarine's diving planes to freeze when using the Enhanced Rudder Gears consumable.
  • Update 13.1:
    • Turning circle radius reduced from 580 to 500 m.
  • Update 13.2:
    • Torpedoes now do 10% of maximum damage up to 2.9 km, and then scale to 100% damage from 2.9 to 3 km.
    • Stock homing torpedoes changed:
      • Arming distance reduced from 440 to 22 m.
    • Researchable homing torpedoes changed:
      • Arming distance reduced from 462 to 23 m.
    • Stock alternative torpedoes changed:
      • Maximum damage increased from 12,500 to 14,300.
      • Arming distance reduced from 803 to 17 m.
    • Researchable alternative torpedoes changed:
      • Maximum damage increased from 13,867 to 15,867.
      • Arming distance reduced from 803 to 17 m.

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