Farragut
127 mm/38 Mk.12 on a Mk.21 mod.1 mount5 х 1 pcs. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
Rotation Speed15 deg./sec. |
180 Degree Turn Time12 sec. |
Firing Range11.45 km. |
Maximum Dispersion100 m. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Chance of Fire on Target Caused by HE Shell5 % |
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. |
533 mm Mk142 х 4 pcs. |
Rate of Fire0.68 shots/min. |
Reload Time88 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoMk11 |
Maximum Damage11,733 |
Torpedo Speed56 knot |
Torpedo Range5.49 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. |
127 mm/38 Mk.12 on a Mk.24 mod.11 mount3 х 1 pcs. |
. . . Average Damage per Second24 |
. . . Firing Range5.01 km. |
12.7 mm Browning on a single mount4 х 1 pcs. |
. . . Average Damage per Second15.2 |
. . . Firing Range1.2 km. |
Maximum Speed36.5 knot |
Turning Circle Radius560 m. |
Rudder Shift Time4 sec. |
Surface Detectability Range7.33 km. |
Air Detectability Range2.74 km. |
Farragut — American Tier VI destroyer.
After the signing of the London Naval Treaty, development began on a new ship class. It was based on the experience of operating smooth-decked destroyers and the study of German ships. The Farragut class received a transom stern, a forecastle-based turret, and a more cost-effective power unit. USS Farragut participated in repelling the attacks on Pearl Harbor, in the Battle of the Coral Sea, and the Solomon Islands campaign. She also escorted convoys to Kiska Island and escorted carrier groups. Over the course of World War II, the ship was awarded 14 battle stars.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
Farragut continues the evolution of American destroyer design where Nicholas left off, retaining the same main battery guns — adding one more — while moving to a centerline-mounted torpedo configuration.
Players who enjoyed Nicholas will find more of the same with Farragut. Her speed and handling characteristics are nearly identical, and she starts off with the exact same 5.5 km range torpedoes (the Mark 11) of her predecessor. The eventual torpedo upgrade module is worthwhile, giving her almost a full kilometer more of torpedo range and, more critically, faster fish. The move to centerline mounts for her torpedo launchers takes some getting used to; she can put eight torpedoes into the water on either side, but captains are likely to miss the flexibility offered by preceding ships of having launchers on both sides of the ship.
Irritatingly, Farragut has a smaller health pool than Nicholas; Tier 4 commander skill Survivability Expert is almost necessary in order to get the most out of her. Like her immediate predecessor, she can exchange Engine Boost for Defensive AA Fire, but she must equip Hull (C) — and give up one of her main battery guns — to do so. Airplanes remain one of Farragut’s biggest weaknesses, and her anti-aircraft suite remains largely powerless to deter them.
Overall, Farragut is a solid destroyer that loves maps with lots of islands she can hide in. American destroyer captains wishing for the capability to fire torpedoes from beyond their detection range must remain patient and wait for Mahan.Pros:
- Can fire between 12.6 km and 10.5 km without being spotted (with upgraded Fire Control System module).
- Main battery rate of fire is excellent.
- Solid top speed of 36.7 knots; she can break 40 knots with the Engine Boost consumable.
- Upgraded torpedoes have a 0.9km higher range and travel noticeably faster.
Cons:
- Very weak armor; takes damage just as quickly as Nicholas.
- AA guns are mainly for show and will rarely shoot anything down; even the hull upgrades don't do much to help.
- Hull (B) only adds 600 more hit points, and she has fewer hit points than Nicholas.
- Shell arcs make long-range targeting difficult.
Research
As a gunboat destroyer, Farragut is best served by maximizing her health pool; this makes Hull (B) the best place to spend early experience gains. Her stock gun range is quite good, so snag the Torpedo module upgrade next, followed by the Fire Control System module to buff her main battery range.
Hull (C) is an optional upgrade for captains who are interested in access to the Defensive AA Fire consumable. It is probably best grabbed after unlocking Mahan or skipped completely.Optimal Configuration
Upgrades
There aren't a lot of "out of the box" options in terms of upgrades for Farragut captains. Main Armament Modification 1 is the top pick in Upgrade Slot 1, while Aiming Systems Modification 1 is recommended for Upgrade Slot 2. AA Guns Modification 2 might be a decent option for captains who equip Hull (C) and swap Engine Boost for Defensive AA Fire. Propulsion Modification 1 in Upgrade Slot 4 and Propulsion Modification 2 in Upgrade Slot 5 are both highly recommended in the interests of sustaining Farragut’s mobility while under fire from enemy ships.
Commander Skills
Basic Firing Training at Tier 1 and Concealment Expert at Tier 5 are easy recommendations for Farragut commanders.
At Tier 2, Last Stand is the default choice for American destroyers, but captains wishing to run the risk of losing their engine under fire may wish to try Torpedo Armament Expertise.
Tier 3 is a personal choice with no wrong answer: Vigilance is recommended over Superintendent if premium consumables are equipped; Superintendent is recommended before Vigilance otherwise.
Tier 4 offers a number of good options. Survivability Expert is the safe pick, buffing Farragut’s health pool by more than 20%. Demolition Expert is recommended for captains looking to get more damage out of their main battery. Manual Fire Control for AA Armament is worth considering for captains using Hull (C), but the overall DPS gain is incredibly small for investing four skill points. Advanced Firing Training at least buffs the range Farragut’s main battery as well as her anti-aircraft guns, but landing shells at 15 km will be all but impossible against anything maneuvering and most destroyers run with their AA guns disabled until they're spotted by enemy aircraft (which kind of negates the point of increasing her AA range).
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
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★★ |
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2 |
★★ |
★ |
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★★★ |
3 |
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★★★ |
★★ |
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★★★ |
★★★ |
★★ |
★★★ |
4 |
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★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Given how easily modules are disabled on a destroyer under fire, investing credits (or doubloons) in Damage Control Party II is recommended. The free versions of Engine Boost or Defensive AA Fire should be sufficient.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Signals
Equipping the Juliet Whiskey Unaone signal flag is recommended; Farragut captains who work into torpedo range of enemy ships need to get maximum results. Juliet Charlie is also a well-advised choice for any destroyer. Victor Lima and India X-Ray flags are similarly worthy of consideration to increase the fire chance of her main battery shells. Captains who opt to equip Hull (C) may wish to fly November Echo Setteseven (for the extra anti-aircraft damage) and Sierra Mike (to make up for the loss of Engine Boost) as well.Gallery
Historical Info
Historical Gallery