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Drake

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Revision as of 17:37, 11 February 2020
Forgot to add camouflage and consumables
Revision as of 23:28, 4 August 2020
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 ''{{#var:ship_name}}'' is the Tier IX British heavy cruiser for the Tech Tree, being the link between the Tier VIII ''[[Albemarle]]'' and the end of the line, TX ''[[Goliath]]''. ''{{#var:ship_name}}'' is the Tier IX British heavy cruiser for the Tech Tree, being the link between the Tier VIII ''[[Albemarle]]'' and the end of the line, TX ''[[Goliath]]''.
  
?Over her predecessor ''{{#var:ship_name}}'' offers an improved main battery, with an increase in caliber and hitting power while at the same time trading reload speed. With 18.5s stock reload time, ''{{#var:ship_name}}'' is on par with the same tier supercruiser ''[[Kronshtadt]]'' in terms of loading speed. However, while the fire rate may seem like a burden, the shells themselves are among the best at the tier. High Alpha damage and high fire chance on her HE shells, coupled with improved penetration capabilities that let her penetrate up to 58mm of armor, give ''{{#var:ship_name}}'' a nasty tooth that no other surface ship type wants to be hit with. Furthermore, her AP penetration is among the highest of tech tree cruisers at that tier, making those shells a valid choice against any target at a lot of ranges, should they choose to show ''{{#var:ship_name}}'' their side.+Over her predecessor ''{{#var:ship_name}}'' offers an improved main battery, with an increase in caliber and hitting power while at the same time trading reload speed. With 18.5s stock reload time, ''{{#var:ship_name}}'' is on par with the same tier super cruiser ''[[Kronshtadt]]'' in terms of loading speed. However, while the fire rate may seem like a burden, the shells themselves are among the best at the tier. High Alpha damage and high fire chance on her HE shells, coupled with improved penetration capabilities that let her penetrate up to 58mm of armor, give ''{{#var:ship_name}}'' a nasty tooth that no other surface ship type wants to be hit with. Furthermore, her AP penetration is among the highest of tech tree cruisers at that tier, making those shells a valid choice against any target at a lot of ranges, should they choose to show ''{{#var:ship_name}}'' their side.
  
?With an improved {{Repair Party}} and not taking over the odd citadel shape of her predecessor, ''{{#var:ship_name}}'' can withstand incoming AP shells better than ''Albemare''. However, this requires her to be at an angle when being shot at by battleship caliber guns.It should be noted that despite the more advantageous shape, the citadel still raises well above the waterline while extending over a significant length of the ship, so showing broadside can turn into an instant trip back to port.+With an improved repair ability and not taking over the odd citadel shape of her predecessor, ''{{#var:ship_name}}'' can withstand incoming AP shells better than ''Albemarle''. However, this requires her to be at an angle when being shot at by battleship caliber guns.It should be noted that despite the more advantageous shape, the citadel still raises well above the waterline while extending over a significant length of the ship, so showing broadside can turn into an instant trip back to port.
  
?With ''{{#var:ship_name}}'s'' excellent concealment figures and her impressive healing skills, ''{{#var:ship_name}}'' should be played in the open water, keeping an eye on her surroundings to not receive flanking shots while mercilessly wittling down opponents with her hard hitting shells. If there is the need to, the player can disengage quickly to regenerate hitpoints and relocate. Aircraft carriers, while loosing parts of their strike wave in the process, can and will pose a threat to ''{{#var:ship_name}}''. Investing into AA skills can mitigate this, but that will cost points that could be invested elsewhere. Priority targets should always be destroyers, as the hard hitting HE shells will cause tremendous damage to both their hitpoints and their modules.+With ''{{#var:ship_name}}'s'' excellent concealment figures and her impressive healing skills, ''{{#var:ship_name}}'' should be played in the open water, keeping an eye on her surroundings to not receive flanking shots while mercilessly wittling down opponents with her hard hitting shells. If there is the need to, the player can disengage quickly to regenerate hit points and relocate. Aircraft carriers, while loosing parts of their strike wave in the process, can and will pose a threat to ''{{#var:ship_name}}''. Investing into AA skills can mitigate this, but that will cost points that could be invested elsewhere. Priority targets should always be destroyers, as the hard hitting HE shells will cause tremendous damage to both their hit points and their modules.
  
 |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
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 |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
 * Main battery range of 15.9km leaves something to be desired * Main battery range of 15.9km leaves something to be desired
?* Citadel extends noticably above the waterline and runs from the A turret back to the C turret+* Citadel extends noticeably above the waterline and runs from the A turret back to the C turret
 * Poor firing angles, especially with her C turret * Poor firing angles, especially with her C turret
 * Very long reload * Very long reload
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 Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows:  Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows:
  
?* '''Hull:''' Upgrade to Hull (B) for 6,700 hitpoints, improved AA defenses and a reduction of rudder shift time of nearly six seconds. Research of this module unlocks progression to ''[[Goliath]]''.+* '''Hull:''' Upgrade to Hull (B) for 6,700 hit points, improved AA defenses and a reduction of rudder shift time of nearly six seconds. Research of this module unlocks progression to ''[[Goliath]]''.
 * '''Gun Fire Control System:''' Upgrade to Mk.IX Mod.2 for an extra 10% range on the main battery.  * '''Gun Fire Control System:''' Upgrade to Mk.IX Mod.2 for an extra 10% range on the main battery.
  
 The priority of research should depend on the Modules equipped. If the player has decided to equip {{Gun Fire Control System Modification 2}}, then the improved range from the Gun Fire Control System upgrade is not as crucial as the improved maneuverability that the B hull will provide. If however the player decided to instead go for reload speed, then upgrading the Gun Fire Control System should be the highest priority. The priority of research should depend on the Modules equipped. If the player has decided to equip {{Gun Fire Control System Modification 2}}, then the improved range from the Gun Fire Control System upgrade is not as crucial as the improved maneuverability that the B hull will provide. If however the player decided to instead go for reload speed, then upgrading the Gun Fire Control System should be the highest priority.
? 
?<!-- FOR PREMIUM SHIPS: 
?As a premium ship, ''{{#var:ship_name}}'' doesn't have any upgrades to research.--> 
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
Line 53:Line 50:
 The recommended upgrades for ''{{#var:ship_name}}'' are as follows: The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
 * '''Slot 1''': {{Main Armaments Modification 1}} * '''Slot 1''': {{Main Armaments Modification 1}}
?* '''Slot 2''': {{Steering Gears Modification 1}}+* '''Slot 2''': {{Engine Room Protection}} <nowiki>*</nowiki>
 * '''Slot 3''': {{Aiming Systems Modification 1}} * '''Slot 3''': {{Aiming Systems Modification 1}}
 * '''Slot 4''': {{Steering Gears Modification 2}} * '''Slot 4''': {{Steering Gears Modification 2}}
 * '''Slot 5''': {{Concealment System Modification 1}} * '''Slot 5''': {{Concealment System Modification 1}}
?* '''Slot 6''': {{Gun Fire Control System Modification 2}}+* '''Slot 6''': {{Gun Fire Control System Modification 2}} <nowiki>*</nowiki>
  
 Alternatively, Slot 6 can be filled with {{Main Battery Modification 3}}, if a player wishes to improve ''{{#var:ship_name}}'s'' slow reload. However, this will leave her rather short ranged. Alternatively, Slot 6 can be filled with {{Main Battery Modification 3}}, if a player wishes to improve ''{{#var:ship_name}}'s'' slow reload. However, this will leave her rather short ranged.
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 | rating41 = <!-- Manual Fire Control for Secondary Armament --> | rating41 = <!-- Manual Fire Control for Secondary Armament -->
 | rating42 = <!-- Fire Prevention --> | rating42 = <!-- Fire Prevention -->
?| rating43 = 1 <!-- Inertia Fuse for HE Shells -->+| rating43 = <!-- Inertia Fuse for HE Shells -->
 | rating44 = 0 <!-- Sight Stabilization --> | rating44 = 0 <!-- Sight Stabilization -->
 | rating45 = <!-- Advanced Firing Training --> | rating45 = <!-- Advanced Firing Training -->
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 ''{{#var:ship_name}}'' can equip the following consumables: ''{{#var:ship_name}}'' can equip the following consumables:
 * {{Damage Control Party}} * {{Damage Control Party}}
?* {{Repair Party}}+* {{Specialized Repair Teams}}
 * {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}} * {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}}
 * {{Spotting Aircraft}} * {{Spotting Aircraft}}
? 
?Premium versions of the Damage Control Party and Repair Party are highly recommended due to their large impact on the player's performance. If the player wishes so, the Spotter Aircraft can be upgraded to its premium version to be able to utilize it more often to mitigate the short range of ''{{#var:ship_name}}''. 
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
Line 121:Line 116:
  
 Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 19 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns. Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 19 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
? 
?<!--FOR PREMIUM SHIPS  
?As a premium ship, ''{{#var:ship_name}}'' comes included with [[Ship:Camouflage#Premium_Camouflage|Type XXX camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.  
?--> 
  
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->

Revision as of 23:28, 4 August 2020

Drake
Drake_wows_main.jpg
Cruiser | U.K. | Tier IX
Tech Tree Position
Albemarle
Arrow_down.png
Drake_icon_small.png
Arrow_down.png
Goliath
stock
 top
General
Research price176000 exp
Purchase price13,800,000 Credits
Hit Points40,100 
Main Battery
234 mm/50 Mk.XII in a turret3 х 3 pcs.
Rate of Fire3.33 shots/min.
Reload Time18 sec.
Rotation Speed10 deg./sec.
180 Degree Turn Time18 sec.
Firing Range14.45 km.
Maximum Dispersion142 m.
HE Shell234 mm HE 6 CRH 
Maximum HE Shell Damage3,850 
Chance of Fire on Target Caused by HE Shell24 %
Initial HE Shell Velocity841 m./s.
HE Shell Weight185.3 kg.
AP Shell234 mm AP 6 CRH 
Maximum AP Shell Damage5,750 
Initial AP Shell Velocity841 m./s.
AP Shell Weight185.3 kg.
Secondary Armament #1
113 mm/45 QF Mk.IV on an RP10 Mk.IV mount6 х 2 pcs.
Firing Range6.95 km.
Rate of Fire12 shots/min.
Reload Timesec.
HE Shell113 mm HE Mk XVI 
Maximum HE Shell Damage1,600 
Initial HE Shell Velocity746 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm QR Mk IV2 х 4 pcs.
Rate of Fire0.63 shots/min.
Reload Time96 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IXM 
Maximum Damage16,767 
Torpedo Speed62 knot
Torpedo Range9.99 km.
AA Defense
113 mm/45 QF Mk.IV on an RP10 Mk.IV mount6 х 2 pcs.
. . . Average Damage per Second89.4 
. . . Firing Range5.01 km.
40 mm/39 Vickers QF Mk.VIII on a Mk.VII mount4 х 4 pcs.
. . . Average Damage per Second51.6 
. . . Firing Range2.49 km.
20 mm Oerlikon Mk.I on a Mk.IIA mount12 х 1 pcs.
. . . Average Damage per Second43.2 
. . . Firing Range2.01 km.
40 mm/39 Vickers QF Mk.VIII on a Mk.VI mount4 х 8 pcs.
. . . Average Damage per Second79.2 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed33.3 knot
Turning Circle Radius760 m.
Rudder Shift Time15.5 sec.
Concealment
Surface Detectability Range12.8 km.
Air Detectability Range8.74 km.
Battle Levels
12345678910
Wows_anno_flag_uk.png
IX
Ship_PBSC209_Drake.png
13,800,000

Drake — British Tier IX cruiser.

After the start of World War II, W. Churchill ordered the development of a new heavy cruiser armed with 234 mm guns. A design for a 21,500-ton cruiser featuring three triple-gun turrets was proposed. As Britain was in need of many ships, albeit inferior ones in terms of their combat qualities, the project's implementation was postponed.

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)
234 mm/50 Mk.XII in a turret3.3181423,850245,750 01,000,000
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)
Drake (A)40,100162293612/4/4/62 01,300,000
Drake (B)46,800162293612/4/4/62 48,0003,400,000
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)
533 mm Mk IXM0.6967.216,7666210 01,000,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk IX mod. 10 01,000,000
Mk IX mod. 20 30,0002,400,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 102,000 hp33.3 01,000,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Spotting Aircraft 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
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion

Performance

Drake is the Tier IX British heavy cruiser for the Tech Tree, being the link between the Tier VIII Albemarle and the end of the line, TX Goliath.

Over her predecessor Drake offers an improved main battery, with an increase in caliber and hitting power while at the same time trading reload speed. With 18.5s stock reload time, Drake is on par with the same tier super cruiser Kronshtadt in terms of loading speed. However, while the fire rate may seem like a burden, the shells themselves are among the best at the tier. High Alpha damage and high fire chance on her HE shells, coupled with improved penetration capabilities that let her penetrate up to 58mm of armor, give Drake a nasty tooth that no other surface ship type wants to be hit with. Furthermore, her AP penetration is among the highest of tech tree cruisers at that tier, making those shells a valid choice against any target at a lot of ranges, should they choose to show Drake their side.

With an improved repair ability and not taking over the odd citadel shape of her predecessor, Drake can withstand incoming AP shells better than Albemarle. However, this requires her to be at an angle when being shot at by battleship caliber guns.It should be noted that despite the more advantageous shape, the citadel still raises well above the waterline while extending over a significant length of the ship, so showing broadside can turn into an instant trip back to port.

With Drake's excellent concealment figures and her impressive healing skills, Drake should be played in the open water, keeping an eye on her surroundings to not receive flanking shots while mercilessly wittling down opponents with her hard hitting shells. If there is the need to, the player can disengage quickly to regenerate hit points and relocate. Aircraft carriers, while loosing parts of their strike wave in the process, can and will pose a threat to Drake. Investing into AA skills can mitigate this, but that will cost points that could be invested elsewhere. Priority targets should always be destroyers, as the hard hitting HE shells will cause tremendous damage to both their hit points and their modules.

Pros:

  • Good concealment with 10.4km when applying Captain Skills, Modules and Camouflage
  • Hard hitting HE shells with high penetration and fire chance
  • AP shells have high penetration values
  • Decent AA protection

Cons:

  • Main battery range of 15.9km leaves something to be desired
  • Citadel extends noticeably above the waterline and runs from the A turret back to the C turret
  • Poor firing angles, especially with her C turret
  • Very long reload

Research

Availability of researchable upgrades for Drake is as follows:

  • Hull: Upgrade to Hull (B) for 6,700 hit points, improved AA defenses and a reduction of rudder shift time of nearly six seconds. Research of this module unlocks progression to Goliath.
  • Gun Fire Control System: Upgrade to Mk.IX Mod.2 for an extra 10% range on the main battery.
The priority of research should depend on the Modules equipped. If the player has decided to equip Gun Fire Control System Modification 2 : +16% firing range., then the improved range from the Gun Fire Control System upgrade is not as crucial as the improved maneuverability that the B hull will provide. If however the player decided to instead go for reload speed, then upgrading the Gun Fire Control System should be the highest priority.

Optimal Configuration

Upgrades

The recommended upgrades for Drake are as follows:

Alternatively, Slot 6 can be filled with Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed., if a player wishes to improve Drake's slow reload. However, this will leave her rather short ranged.

Commander Skills

Consumables

Drake can equip the following consumables:

Camouflage

Players who wish to spend doubloons can equip Drake with Type 19 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Signals

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

Gallery

Historical Gallery


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Battleships  III Bellerophon • III Indefatigable • III DreadnoughtDoubloons • IV Orion • IV Queen Mary • V Iron Duke • V Tiger • V AgincourtDoubloons • VI WarspiteDoubloons • VI Queen Elizabeth • VI Renown • VI RepulseDoubloons • VI Repulse BDoubloons • VII King George V • VII Rooke • VII HoodDoubloons • VII NelsonDoubloons • VII Duke of YorkDoubloons • VII CollingwoodDoubloons • VII Renown '44Doubloons • VII Duke of BronteDoubloons • VIII Monarch • VIII Hawke • VIII VanguardDoubloons • IX Lion • IX Duncan • IX MarlboroughDoubloons • IX Scarlet ThunderDoubloons • X Conqueror • X St. Vincent • X ThundererDoubloons • X IncomparableDoubloons •  Devastation 
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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