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Mahan

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Mahan
Mahan_wows_main.jpg
Destroyer | U.S.A. | Tier VII
Tech Tree Position
Farragut
Arrow_down.png
Mahan_icon_small.png
Arrow_down.png
Benson
stock
 top
General
Research price65000 exp
Purchase price5,350,000 Credits
Hit Points11,700 
Main Battery
IDS_PAGM022_5IN38_MK245 х 1 pcs.
Rate of Fire18.18 shots/min.
Reload Time3.3 sec.
Rotation Speed15 deg./sec.
180 Degree Turn Time12 sec.
Firing Range10.61 km.
Maximum Dispersion102 m.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity792 m./s.
HE Shell Weight24.5 kg.
AP Shell127 mm AP/SC Mk38 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity792 m./s.
AP Shell Weight25 kg.
Torpedo Tubes
533 mm Quad3 х 4 pcs.
Rate of Fire0.68 shots/min.
Reload Time88 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk12 
Maximum Damage11,733 
Torpedo Speed64 knot
Torpedo Range6.39 km.
AA Defense
127 mm/38 Mk.12 on a Mk.21 mod.1 mount2 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range5.01 km.
IDS_PAGM022_5IN38_MK243 х 1 pcs.
. . . Average Damage per Second9.6 
. . . Firing Range5.01 km.
12.7 mm Browning on a single mount6 х 1 pcs.
. . . Average Damage per Second22.8 
. . . Firing Range1.2 km.
127 mm/38 Mk.12 on a Mk.21 mod.1 mount2 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range5.01 km.
IDS_PAGM022_5IN38_MK243 х 1 pcs.
. . . Average Damage per Second9.6 
. . . Firing Range5.01 km.
Maneuverability
Maximum Speed35 knot
Turning Circle Radius560 m.
Rudder Shift Timesec.
Concealment
Surface Detectability Range7.41 km.
Air Detectability Range2.86 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VII
Ship_PASD006_Mahan_1936.png
5,350,000

Mahan — American Tier VII destroyer.

The design of the new destroyer was supposed to increase the number of torpedo launchers to three, which was a compromise option to avoid excessive hull enlargement and reduction of her top speed. At the beginning of World War II, USS Mahan served to provide cover for carrier groups during raids on the Marshall Islands. The destroyer then took part in the battle near the Santa Cruz Islands and in the New Guinea campaign, and she also supported the landing forces in New Britain. On December 7, 1944, Mahan was badly damaged by a kamikaze attack in Leyte Gulf.

Modules

Main Battery Guns Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
127 mm/38 Mk.12 on a Mk.24 mount18.2121021,80052,100 0420,000
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)
Mahan (A)11,70061656/53 0600,000
Mahan (B)14,10061656/53 14,2001,240,000
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)
Mk120.7887.211,733646.4 0575,000
Mk15 mod. 00.7877.211,600559.2 10,500780,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk7 mod. 10 0320,000
Mk7 mod. 20 8,200750,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 49,000 hp35 0395,000

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
Engine Boost Modification 1
Defensive AA Fire 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

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.

Overview

Tier VII Mahan is the successor to the American destroyer Farragut, with further improvements to her firepower and survivability. She is the first tech-tree American destroyer that can fire torpedoes outside of her detection range. Her role in the game still focuses on her excellent main battery, but now torpedoes can become part of her offensive arsenal

Hull

Compared to Farragut, Mahan’s hull provides a welcome upgrade in terms of survivability, despite sharing similar traits. Both destroyers share similar maneuverability, with Mahan being slower by 1.5 knots. Her concealment is similarly bad, 0.1km worse than her predecessor and the second worst concealment for a Tier VII destroyer. With a fully upgraded hull and optimal captain skills, Mahan has 2,950 more hit-points than her predecessor for a maximum hit-point value of 16,550, placing her in the middle of the pack for a Tier VII destroyer. Still, her overall survivability is mediocre at best, as her relatively poor concealment allows the majority of destroyers in her matchmaking bracket to outspot her.

Firepower

Mahan takes Farragut's excellent guns and continues to refine them. Her main battery reload is reduced by 0.7 seconds, giving her some of the fastest-firing guns for a Tier VII destroyer at 3.3 seconds. This substantial increase in firepower allows Mahan to have the highest and second highest damage per minute values at the tier for her high explosive and armor piercing rounds respectively. Mahan’s guns are about as good as it gets until captains unlock Gearing, as Benson and Fletcher share essentially the same guns and shells. As with her predecessors, Mahan’s shells suffer from poor ballistics and fire chance. Despite the worst in tier fire chance, Mahan still has above-average firestarting potential due to her sheer volume of fire.

Mahan is an important step in the evolution of American destroyers, beginning their transition from gun boats to torpedo boats. She is the first tech tree American destroyer to have a torpedo range exceeding her detection range. With her upgraded torpedoes, she can launch torpedoes 9.2km away and 2.5km farther than her detection range. Although her torpedoes are some of the slowest and least hard hitting at Tier VII, the addition of long-ranged torpedoes is a welcome upgrade to her arsenal as it gives her more ways for her to deal damage.

Consumables

As with other American destroyers, Mahan has access to a smoke screen with a 30 second dispersion time and almost 2 minute action time. She can utilize the Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. to create mobile cover and fire at enemies with her guns, or lay down cover for allied ships. Just like other American destroyers from Tier V to X, Mahan can choose between Engine BoostWhile active, increases a ship's speed by a fixed percentage. and Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. Captains should take Engine BoostWhile active, increases a ship's speed by a fixed percentage. over Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., as Mahan’s anti-aircraft battery is not good enough to take down a determined carrier strike. Engine BoostWhile active, increases a ship's speed by a fixed percentage. allows captains to quickly reposition around the map while increasing her acceleration rate and top speed.

Gameplay

Mahan’s gameplay revolves around her excellent main battery, now with her torpedoes being a secondary weapon. At the start of the match, captains should move near caps with the presence of allied ships in order to spot for the team. It is inadvisable to sail into caps at the start of the game, as Mahan’s poor concealment ensures that most enemy destroyers will outspot her. Ideally, let an allied destroyer contest the cap, and support them with gunfire and torpedo attacks from a distance. With the addition of her long range torpedoes, captains have the option to conduct torpedo attacks from stealth without the need to open fire with her guns. This is a great way to kill time while her smoke is on cooldown. Utilize these tools in order to push off enemies and to secure flanks. Once a flank is secured, start rotating to other objectives and whittle down enemies with her artillery and torpedos. Keep an eye out for unspotted enemy destroyers, as they have the potential to drop torpedoes into the smoke of unsuspecting captains.

Overall, Mahan is a definite upgrade from Farragut and a solid Tier VII destroyer.

Pros:

  • Extremely high rate of fire
  • Extremely high HE and AP damage per minute values
  • Above average fire-starting potential
  • Long duration smoke
  • Fast turret traverse
  • Long range torpedos
  • Fastest rudder shift time and small turning radius in tier

Cons:

  • Floaty shell arcs makes hitting targets at long range difficult
  • Worst high-explosive shell fire chance for its tier (5%)
  • Torpedos are some of the slowest and weakest at its tier
  • AA will not stop a determined airstrike
  • Second worst concealment values for a tier VII destroyer

Research

Availability of researchable upgrades for Mahan is as follows:

  • Hull: Upgrade to Hull (B) for more hit-points and better rudder shift time. Progression to Benson is also unlocked with this upgrade.
  • Torpedoes: The Mk 15 mod.0 torpedoes travel 10 knots slower and do slightly less damage than the stock Mk 12 torpedoes, but have far more range.
  • Gun Fire Control System: Upgrade to the Mk 7 mod.2 for a 10% increase in main battery range.
As a gunboat destroyer, it is crucial that captains maximize ship health pool before anything else; this makes Hull (B) the first place to spend XP for upgrades. The Mk 15 torpedoes are a highly recommended upgrade, as it allows captains to utilize Mahan’s torpedoes without being detected. Finally, the upgraded Mk 7 fire control system is a welcome upgrade to extend the reach of the ship’s excellent main battery.

Optimal Configuration

Upgrades

There isn’t much variety when it comes to optimal upgrades for the Mahan, as the ship is primarily locked into a gun-focused role. For the first slot, Main Armaments Modifications 1 is vital in order to keep the ship’s artillery and torpedoes from getting knocked out during the heat of battle. For slot 2, Captains can choose between Engine Room Protection or Engine Boost Mod 1 in order to have better protected engines and rudder, or a longer lasting Engine Boost. Being an artillery focused ship, Aiming Systems Mod 1 is an easy pick for slot 3, as Mahan’s torpedoes are too slow to reap the benefits of torpedo upgrades. Finally, Propulsion Mod 1 is the best upgrade for slot 4 as it greatly benefits the ship’s mobility while positioning around the map.

Commander Skills

Preventative Maintenance at Level 1 and Last Stand at Level 2 are easy recommendations for Mahan commanders. Both are crucial for any destroyer, as they reduce the probability and severity of engine or rudder failure. Losing steering or engine power during the heat of battle is likely to cost captains their ship, so it is imperative that they are protected.

Level 3 offers a number of good options. Survivability Expert is an easy pick, buffing Mahan’s health pool by 20%. Main Battery & AA Specialist and Adrenaline Rush are recommended for captains looking to get more damage out of their main battery. Superintendent is a strong choice if captains often fire from the cover of smoke. Fill the Tubes is valuable for captains looking to get more value from her torpedo battery. Inertia Fuse for HE Shells is incidentally useful, allowing Mahan's main battery to deal direct damage to same tier cruisers and battleships at the price of cutting fire chance by half.

Concealment Expert is recommended as the first Level 4 skill as it helps to cut down on Mahan’s poor base concealment. Fearless Brawler can replace Main Battery & AA Specialist if captains want to min-max their firepower. There is risk involved, as captains need to put their ship into potential danger in order to utilize the skill.


Consumables

Mahan can equip the following consumables:

Signals

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.)and 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.) are worthy picks to increase the firestarting chance of Mahan's main battery shells. Juliet Whiskey Unaone (+15% chance of causing flooding.) is recommended in order to increase the flooding chance of her torpedoes. November Foxtrot (-5% reload time on all consumables.) and X-Ray Papa Unaone (+10% Smoke Generator action time.) are useful in order to decrease smoke cooldown time and duration respectively.


Gallery

Historical Info

Historical Gallery

References

  1. USS Mahan (DD-364) - Wikipedia
  2. Mahan-class destroyer - Wikipedia

Ship Change Log

See here for links to Update notes.

  • Added to the game in Update 0.2.2.5 (alpha version).
  • Update 0.5.0:
    • Defensive AA Consumable added to Hull B.
  • Update 0.5.1:
    • Torpedo parameters were changed (speed / reload time / range / damage):
      • Mark 15 mod. 3 torpedoes (65/98 / 4.5 / 16633) replaced with Mark 12 torpedoes.
      • Mark 12 torpedoes later in the tree were replaced with Mk15 mod. 0 torpedoes.
    • Hull B renamed to Hull C.
    • A new Hull B was added. If the ship was elite, then the new hull was automatically researched.
  • Update 0.5.2:
    • Experience earnings reduced by 2%.
    • Credits earnings increased by 5%.
  • Update 0.5.7:
    • The armored model of the hull was refined.
  • Update 0.6.6:
    • The deck armor thickness was changed to 16mm.
  • Update 0.6.8:
    • Improved appearance with the use of a special technology for rendering thin elements (mainly rigging).
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 2.98 km.
  • Update 0.6.13:
    • The efficiency of the Defensive Fire consumable was increased. Now it increases the power of the aura by four times (instead of three).
    • Fire extinguishing time now 30 instead of 60 s.
    • The survivability of air defense weapons was tested and brought to a single standard. The change affects 40mm guns.
  • Update 0.6.15:
    • For the Type 17 permanent camouflage , the discount on ship maintenance was increased from 5 to 10%.
  • Update 0.7.7:
    • For 127mm AP / SC Mk38 armor-piercing shells, the fuse detonation time was reduced from 0.03 to 0.01 s.
  • Update 0.7.9:
    • The base detectability was reduced from 7.92 to 7.64 km. Decreased visibility when firing from smoke from 2.98 to 2.86 km.
  • Update 0.8.0:
    • Main battery reload time reduced from 4 to 3.3 s.
    • Made minor fixes to geometry and textures.
  • Update 0.8.5:
    • Credits earnings increased by +5%.
  • Update 0.9.4:
    • Defensive fire consumable now available on all hulls.
  • Update 0.9.6:
    • The bonus to the permanent AA aura damage by the Defensive AA Fire consumable was increased from +50% to +75%.
    • The Mahan Hull C module was removed from the game.
    • Compensation rules:
      • If players had already researched the module, they had the XP spent on the research returned as compensation.
      • If players had the removed module in their Inventory, they received compensation equal to the module's value in credits.
      • If players had the removed module mounted on the ship, they were replaced with the previous module and removed from the players' account. Players were compensated for the module in the form of credits.
      • If the replacement module was available in the players' Inventory, they received compensation for its value in credits.
      • If there was no replacement module available in players' Inventory, they received a replacement free of charge; if the module had not yet been researched, it was automatically researched.
  • Update 0.9.7:
    • The bonus to the permanent AA aura damage of the Defensive AA Fire consumable was increased from +75% to +100%.
  • Update 0.10.5:
    • The armoring of the bow and superstructure in the conning tower area was fixed.
  • Update 0.11.5:
    • Ship's 3D model changed, resulting in:
      • 0.75 m increase in draught.
      • 0.75 m decrease in hull height.
      • 0.4 m increase in waterline length.
      • 0.2 m decrease in total length.
      • 0.11 m increase in waterline hull width.
      • 0.03 m decrease in maximum hull width.
    • Aiming sector of the third main battery turret increased by 25 degrees on each side.
    • Aiming sector of the center torpedo launcher decreased by 6 degrees on each side.
    • Aiming sector of the side torpedo launchers increased by 5 degrees.
    • The conning tower is now included in the superstructure plating, and has the same armor thickness of 10 mm.
    • Added two single 12.7 mm Browning AA guns to Hull A. The AA defense characteristics were changed accordingly:
      • Continuous damage increased from 45 to 52.
      • Short-range AA damage increased from 53 to 81.
    • The amount of HP in the stern of Hull A decreased from 1,200 to 1,100.
    • The amount of HP in superstructures of Hull A increased from 700 to 800.
    • Added two 20 mm Oerlikon AA guns to Hull B. The AA defense characteristics were changed accordingly:
      • Continuous damage increased from 47 to 55.
      • Short-range AA damage increased from 46 to 70.
    • The amount of HP in the bow of Hull B decreased from 2,000 to 1,900.
    • The amount of HP in the stern of Hull B decreased from 1,400 to 1,300.
    • The amount of HP in superstructures of Hull B increased from 900 to 1,000.
  • Update 0.11.6:
    • Minor fixes to the model and textures of the ship.
    • In the Equipment tab, the name of the ship's main battery was changed from 127 mm/38 Mk.12 on a Mk.21 mod.0/Mk.24 mount to 127 mm/38 Mk.12 on a Mk.24 mount
  • Update 0.11.8:
    • The Seven Seas permanent camouflage was added.
  • Update 0.11.11:
    • Fixed the geometry and textures of the Seven Seas permanent camouflage.

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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 
Pan-America  VI JuruáDoubloons • X La PampaDoubloons 
Japan  II TachibanaDoubloons • II Umikaze • II Tachibana LimaDoubloons • III Wakatake • IV Isokaze • V Minekaze • V FūjinDoubloons • V KamikazeDoubloons • V Kamikaze RDoubloons • V Mutsuki • VI [[Ship:Mutsuki (< 01.12.2016)|Mutsuki (< 01.12.2016)]] • VI Fubuki • VI Hatsuharu • VI Shinonome BDoubloons • VI ShinonomeDoubloons • VII [[Ship:Hatsuharu (< 01.12.2016)|Hatsuharu (< 01.12.2016)]] • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII [[Ship:Fubuki (< 01.12.2016)|Fubuki (< 01.12.2016)]] • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII HSF Harekaze IIDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • IX [[Ship:Kagerō (< 01.12.2016)|Kagerō (< 01.12.2016)]] • IX Yūgumo • IX Kitakaze • IX MinegumoDoubloons • IX STAR KitakazeDoubloons • X Shimakaze • X Harugumo • X HayateDoubloons • X AL ShimakazeDoubloons • X [[Ship:[Shimakaze]|[Shimakaze]]] •  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 L'Adroit • V Jaguar • V SirocoDoubloons • VI Duchaffault • VI Guépard • VI AigleDoubloons • VII Le Hardi • VII Vauquelin • VIII L'Aventurier • VIII Le Fantasque • VIII Le TerribleDoubloons • IX Orage • IX Mogador • X Cassard • X Kléber • X MarceauDoubloons • X Kléber CLRDoubloons 
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 Zhu QueDoubloons • VIII Ship SmashaDoubloons • IX Chung Mu • X Yueyang • X LüshunDoubloons •  Kunming 
Spain  X Álvaro de BazánDoubloons 
Commonwealth  III VampireDoubloons • VII HaidaDoubloons • VII HuronDoubloons • X Vampire IIDoubloons