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 First-time ''{{#var:ship_name}}'' captains may think that she feels big for a light cruiser, and they're right. She has an increased beam over ''Leander'', which allowed her designers to fit triple-barreled turrets on her hull. There's a subsequent increase to her detection radius, but she retains most of ''Leander''’s handling characteristics; ''{{#var:ship_name}}''’s turning circle is tighter, and her rudder shift is — for all intents and purposes — the same. Her anti-aircraft suite is satisfactory if unremarkable, and is approximately on par with German counterpart ''[[Yorck]]''. First-time ''{{#var:ship_name}}'' captains may think that she feels big for a light cruiser, and they're right. She has an increased beam over ''Leander'', which allowed her designers to fit triple-barreled turrets on her hull. There's a subsequent increase to her detection radius, but she retains most of ''Leander''’s handling characteristics; ''{{#var:ship_name}}''’s turning circle is tighter, and her rudder shift is — for all intents and purposes — the same. Her anti-aircraft suite is satisfactory if unremarkable, and is approximately on par with German counterpart ''[[Yorck]]''.
  
?Despite the British cruiser reputation for light armor, ''{{#var:ship_name}}i'''s belt armor is a surprisingly respectable 114 mm — much better than Russian Tier VII cruiser ''[[Shchors]]'', and at least competitive with the armor protection of other nations — and can bounce a surprising amount of shells when angled. However, her citadel is long and her athwartship armor is quite weak, so it is still inadvisable to attempt to bow-tank.+Despite the British cruiser reputation for light armor, ''{{#var:ship_name}}'''s belt armor is a surprisingly respectable 114 mm — much better than Russian Tier VII cruiser ''[[Shchors]]'', and at least competitive with the armor protection of other nations — and can bounce a surprising amount of shells when angled. However, her citadel is long and her athwartship armor is quite weak, so it is still inadvisable to attempt to bow-tank.
  
 Just like ''Leander'', ''{{#var:ship_name}}'' works best with friendly ships around. She's ideal for backing up allied destroyers, though she can even cause significant damage to battleships in the right situations. Nonetheless, if kept in combat where she is able to maximize her strengths against enemy cruisers and destroyers, she is an exceptional ship in the hands of the right captain. Just like ''Leander'', ''{{#var:ship_name}}'' works best with friendly ships around. She's ideal for backing up allied destroyers, though she can even cause significant damage to battleships in the right situations. Nonetheless, if kept in combat where she is able to maximize her strengths against enemy cruisers and destroyers, she is an exceptional ship in the hands of the right captain.
Line 27:Line 27:
  
 |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. -->
?* Long citadel and weak thwartship armor.+* Long citadel and weak athwartship armor.
 * Fairly ineffective against angled enemy battleships. * Fairly ineffective against angled enemy battleships.
 * Anti-aircraft suite is merely average. * Anti-aircraft suite is merely average.
Line 54:Line 54:
 '''Upgrade Slot 2''' offers captains the ability to mount a special upgrade.Captains with access to {{Hydroacoustic Search Modification 1}} would be well-advised to equip it in this slot. '''Upgrade Slot 2''' offers captains the ability to mount a special upgrade.Captains with access to {{Hydroacoustic Search Modification 1}} would be well-advised to equip it in this slot.
  
?'''Upgrade Slot 3''' offers choices for specialization in different roles. '''Aiming Systems Modification 1''' should be equipped for ship to ship combat. {{AA Guns Modification 2}} is a good choice to provide additional defense against aircraft.+'''Upgrade Slot 3''' offers choices for specialization in different roles. '''Aiming Systems Modification 1''' should be equipped for ship to ship combat. {{AA Guns Modification 1}} is a good choice to provide additional defense against aircraft.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?Level 1's Priority Target is a great skill for ''{{#var:ship_name}}'' commanders, as it allows players to know when it is (theoretically) safe to expose their broadside in a turn without severe punishment. Level 2's best skill is Adrenaline Rush since it provides a massive DPM boost once your health drops low and thanks to your heal you can easily control your health. Jack of All Trades is a great skill after captains have taken Concealment Expert since the skill reduces the cooldown of important consumables such as {{Smoke Generator}} and {{Repair Party}}. Superintendent is recommended at Level 3 given how dependent ''{{#var:ship_name}}''’s performance is on effective use of her consumables. Basic Firing Training isn't a bad pick for captains who want to get the most out of their AA, especially when combined with Level 4's Advanced Firing Training for more range. At Level 4, picking up Concealment Expert is first priority. Advanced Firing Training, Radio Position Finding, and Manual Fire Control for AA Armament are worthy of consideration later on; Manual Fire Control for AA Armament is a more attractive skill for subsequent ships in the line and is recommended if captains intend to move the commander to the next ship. +Level 1's Priority Target is a great skill for ''{{#var:ship_name}}'' commanders, as it allows players to know when it is (theoretically) safe to expose their broadside in a turn without severe punishment. Level 2's best skill is Adrenaline Rush since it provides a massive DPM boost once your health drops low and thanks to your heal you can easily control your health. Jack of All Trades is a great skill after captains have taken Concealment Expert since the skill reduces the cooldown of important consumables such as {{Smoke Generator}} and {{Repair Party}}. Superintendent is recommended at Level 3 given how dependent ''{{#var:ship_name}}''’s performance is on effective use of her consumables. Basic Firing Training isn't a bad pick for captains who want to get the most out of their AA, especially when combined with Level 4's Advanced Firing Training. At Level 4, picking up Concealment Expert is first priority. Advanced Firing Training, Radio Position Finding, and Manual Fire Control for AA Armament are worthy of consideration later on; Manual Fire Control for AA Armament is a more attractive skill for subsequent ships in the line and is recommended if captains intend to move the commander to the next ship.
  
?{{Commander Skills+{{Commander Skills 2
?| Priority Target = 3+<!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. -->
?| Preventative Maintenance = 1+| rating11 = 3 <!-- Priority Target -->
?| Expert Loader = +| rating12 = 1 <!-- Preventive Maint -->
?| Aircraft Servicing Expert = +| rating13 = <!-- Expert Loader -->
?| Direction Center for Catapult Aircraft = +| rating14 = 0 <!-- Air Supremacy -->
?| Dogfighting Expert = +| rating15 = <!-- Direction Center for Fighters -->
?| Incoming Fire Alert = +| rating16 = 0 <!-- Improved Engine Boost -->
?| Evasive Maneuver = +| rating17 = <!-- Incoming Fire Alert -->
 +| rating18 = 0 <!-- Last Gasp -->
  
?| High Alert = +| rating21 = <!-- High Alert -->
?| Jack of All Trades = 3+| rating22 = 3 <!-- Jack of All Trades -->
?| Expert Marksman = 1+| rating23 = 1 <!-- Expert Marksman -->
?| Torpedo Acceleration = +| rating24 = <!-- Torpedo Acceleration -->
?| Smoke Screen Expert = 1+| rating25 = 1 <!-- Smoke Screen Expert -->
?| Expert Rear Gunner = +| rating26 = 0 <!-- Improved Engines -->
?| Adrenaline Rush = 3+| rating27 = 3 <!-- Adrenaline Rush -->
?| Last Stand = +| rating28 = <!-- Last Stand -->
  
?| Survivability Expert = 2+| rating31 = <!-- Basics of Survivability -->
?| Basics of Survivability = +| rating32 = 2 <!-- Survivability Expert-->
?| Torpedo Armament Expertise = +| rating33 = <!-- Torpedo Armament Expertise-->
?| Emergency Takeoff = +| rating34 = 0 <!-- Aircraft Armor -->
?| Basic Firing Training = 1+| rating35 = 1 <!-- Basic Firing Training -->
?| Superintendent = 3+| rating36 = 3 <!-- Superintendent -->
?| Demolition Expert = +| rating37 = <!-- Demolition Expert -->
?| Vigilance = 2+| rating38 = 2 <!-- Vigilance -->
  
?| Manual Fire Control for Secondary Armament = +| rating41 = <!-- Manual Fire Control for Secondary Armament -->
?| Fire Prevention = +| rating42 = <!-- Fire Prevention -->
?| Inertia Fuse for HE Shells = +| rating43 = <!-- Inertia Fuse for HE Shells -->
?| Air Supremacy = +| rating44 = 0 <!-- Sight Stabilization -->
?| Advanced Firing Training = 1+| rating45 = 1 <!-- Advanced Firing Training -->
?| Manual Fire Control for AA Armament = 1 +| rating46 = <!-- Massive AA Fire -->
?| Radio Position Finding = 2+| rating47 = 2 <!-- Radio Position Finding -->
?| Concealment Expert = 3+| rating48 = 3 <!-- Concealment Expert -->
 }} }}
  
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 * '''Slot 4:''' {{Smoke Generator}} '''or''' {{Spotting Aircraft}} '''or''' {{Catapult Fighter}} * '''Slot 4:''' {{Smoke Generator}} '''or''' {{Spotting Aircraft}} '''or''' {{Catapult Fighter}}
  
?Though given the choice between {{Smoke Generator}}, {{Spotting Aircraft}}, and {{Catapult Fighter}}, ''{{#var:ship_name}}'' captains will want to stick with{Smoke Generator given how lightly armored ''{{#var:ship_name}}'' is. Premium consumables are highly recommended across the board. Players looking to conserve credits (or doubloons) should stick with non-premium {{Hydroacoustic Search}}, but are encouraged to equip both {{Damage Control Party II}} and {{Repair Party II}}.+Though given the choice between {{Smoke Generator}}, {{Spotting Aircraft}}, and {{Catapult Fighter}}, ''{{#var:ship_name}}'' captains will want to stick with Smoke Generator given how lightly armored ''{{#var:ship_name}}'' is. Premium consumables are highly recommended across the board. Players looking to conserve credits (or doubloons) should stick with non-premium {{Hydroacoustic Search}}, but are encouraged to equip both {{Damage Control Party II}} and {{Repair Party II}}.
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
Line 260:Line 261:
  
 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +# [https://en.wikipedia.org/wiki/HMS_Fiji_(58) HMS ''Fiji'' (58) - Wikipedia]
 +# [https://en.wikipedia.org/wiki/Crown_Colony-class_cruiser Crown Colony-class cruiser - Wikipedia]
 +# [https://worldofwarships.com/en/news/history/fiji-naval-stories/ HMS Fiji vs. The Luftwaffe: Naval Stories - News - World of Warships]
  
 }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE -->

Revision as of 19:33, 4 April 2020

Fiji
Fiji_wows_main.jpg
Cruiser | U.K. | Tier VII
Tech Tree Position
Leander
Arrow_down.png
Fiji_icon_small.png
Arrow_down.png
Edinburgh
stock
 top
General
Research price70000 exp
Purchase price5,500,000 Credits
Hit Points27,500 
Main Battery
152 mm/50 Mk XXIII4 х 3 pcs.
Rate of Fireshots/min.
Reload Time7.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time25.71 sec.
Firing Range13.97 km.
Maximum Dispersion129 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP 6crh Mk IV 
Maximum AP Shell Damage3,100 
Initial AP Shell Velocity841 m./s.
AP Shell Weight50.8 kg.
Secondary Armament #1
102 mm/45 QF Mk XIX4 х 2 pcs.
Firing Range4.5 km.
Rate of Fire20 shots/min.
Reload Timesec.
HE Shell102 mm HE 35 lb 
Maximum HE Shell Damage1,500 
Initial HE Shell Velocity811 m./s.
Chance of Fire on Target Caused by HE Shel%
Torpedo Tubes
533 mm TR Mk IV2 х 3 pcs.
Rate of Fire0.83 shots/min.
Reload Time72 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IX 
Maximum Damage15,433 
Torpedo Speed61 knot
Torpedo Range8.01 km.
AA Defense
20 mm Oerlikon Mk IV5 х 1 pcs.
. . . Average Damage per Second18 
. . . Firing Range2.01 km.
20 mm Oerlikon Mk V6 х 2 pcs.
. . . Average Damage per Second36.6 
. . . Firing Range2.01 km.
40 mm Vickers 2-pdr. Mk VIII2 х 8 pcs.
. . . Average Damage per Second39.6 
. . . Firing Range2.49 km.
102 mm/45 QF Mk XIX4 х 2 pcs.
. . . Average Damage per Second37.6 
. . . Firing Range5.01 km.
Maneuverability
Maximum Speed32.5 knot
Turning Circle Radius670 m.
Rudder Shift Time12.1 sec.
Concealment
Surface Detectability Range11.52 km.
Air Detectability Range6.44 km.
Battle Levels
12345678910
Wows_anno_flag_uk.png
VII
Ship_PBSC107_Fiji.png
5,500,000

Fiji — British Tier VII cruiser.

A further development of a multi-purpose cruiser ship for the Royal Navy. Despite the fact that the ship's displacement was limited by international treaties, she carried numerous rapid-firing main guns.

Modules

link=Ship: 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)
152 mm/50 Mk XXIII825.711293,100 0360,000
link=Ship: 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)
Fiji (A)27,5009114442/4/5/620 0550,000
Fiji (B)31,4009114442/3/1020 18,5001,300,000
link=Ship: 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 IX0.8727.215,433618 0500,000
533 mm Mk IX*0.8727.215,866618 12,0001,000,000
link=Ship: Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
( Credits)
Mk VII mod. 1014 0500,000
Mk VII mod. 21015.4 12,5001,200,000
link=Ship: Maximum Speed
(knot)
Research price
(exp)
Purchase price
( Credits)
Propulsion: 80,000 hp32.5 0400,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System 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 Steering Gears Modification 1

Player Opinion

Performance

If Tier VI's Leander is considered "settling in" to the back half of the British cruiser line, then the best advice for captains embarking aboard Tier VII's Fiji for the first time is "buckle up and enjoy the ride".

Fiji maintains the branch's theme of 152mm main battery rifles, but moves up to mounting twelve of them in four triple-barrel turrets. As such, she is considerably up-gunned from Leander, and successors Edinburgh and Neptune boast identical configurations. At eight rounds per minute (a 7.5 second reload time), her main battery boasts the best rate of fire of all Tier VII cruisers, and she retains the 8.0 km maximum torpedo range of Leander’s upgraded torpedoes. Her unique mix of main battery and longer range torpedoes allow Fiji to hang in fights with equal-tier cruisers of other nations, and maintains her as a threat to enemy destroyers who wander too close.

First-time Fiji captains may think that she feels big for a light cruiser, and they're right. She has an increased beam over Leander, which allowed her designers to fit triple-barreled turrets on her hull. There's a subsequent increase to her detection radius, but she retains most of Leander’s handling characteristics; Fiji’s turning circle is tighter, and her rudder shift is — for all intents and purposes — the same. Her anti-aircraft suite is satisfactory if unremarkable, and is approximately on par with German counterpart Yorck.

Despite the British cruiser reputation for light armor, Fiji's belt armor is a surprisingly respectable 114 mm — much better than Russian Tier VII cruiser Shchors, and at least competitive with the armor protection of other nations — and can bounce a surprising amount of shells when angled. However, her citadel is long and her athwartship armor is quite weak, so it is still inadvisable to attempt to bow-tank.

Just like Leander, Fiji works best with friendly ships around. She's ideal for backing up allied destroyers, though she can even cause significant damage to battleships in the right situations. Nonetheless, if kept in combat where she is able to maximize her strengths against enemy cruisers and destroyers, she is an exceptional ship in the hands of the right captain.

Pros:

  • Good main battery range (15.4 km fully upgraded).
  • Highly effective against enemy cruisers and destroyers.
  • Guns can devastate enemy battleships if stealth can be maintained.
  • Retains access to the Repair Party (While active, restores a percentage of the ship's health points each second.) consumable.
  • Excellent main battery guns in a user-friendly layout.
  • Below average detection range (i.e. good stealth).
  • Excellent handling characteristics; quick rudder shift and tight turning circle.
  • Best belt armor in the line, especially for her tier.

Cons:

  • Long citadel and weak athwartship armor.
  • Fairly ineffective against angled enemy battleships.
  • Anti-aircraft suite is merely average.
  • Though her maximum range is respectable, her shell velocity drops off sharply and makes landing hits difficult past medium range.
  • Worse secondary batteries than Leander.

Research

Availability of researchable upgrades for Fiji is as follows:

  • Hull: Upgrade to Hull (B) for additional health, a small increase in AA, and improved rudder shift time. Research of this module unlocks progression to Edinburgh.
  • Torpedoes: The 533 mm Mk IX* torpedoes are nothing more than a small bump to her torpedo damage and flood chance.
  • Gun Fire Control System: Upgrade to Mk VII mod. 2 for an extra 10% range on the main battery.
Fiji’s stock range isn't bad for her guns; what she needs most is increased survivability. Invest experience points into Hull (B) first, then go for the Fire Control Systems module. The Torpedo module upgrade and can be left for last or skipped entirely.

Optimal Configuration

Upgrades

The recommended upgrades for Fiji are as follows:

Upgrade Slot 1 allows players to mount one of two viable options. Main Armaments Modification 1 is a generally viable choice, but players wishing to specialize for anti-aircraft duties should mount Auxiliary Armaments Modification 1 (Increases survivability of the secondary battery and AA mounts: +100% survivability to each.).

Upgrade Slot 2 offers captains the ability to mount a special upgrade.Captains with access to Hydroacoustic Search Modification 1 (Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time.) would be well-advised to equip it in this slot.

Upgrade Slot 3 offers choices for specialization in different roles. Aiming Systems Modification 1 should be equipped for ship to ship combat. AA Guns Modification 1 (Improves AA efficiency: +20% reduction in the preparation time of the priority AA sector.) is a good choice to provide additional defense against aircraft.

Commander Skills

Level 1's Priority Target is a great skill for Fiji commanders, as it allows players to know when it is (theoretically) safe to expose their broadside in a turn without severe punishment. Level 2's best skill is Adrenaline Rush since it provides a massive DPM boost once your health drops low and thanks to your heal you can easily control your health. Jack of All Trades is a great skill after captains have taken Concealment Expert since the skill reduces the cooldown of important consumables such as Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) and Repair Party (While active, restores a percentage of the ship's health points each second.). Superintendent is recommended at Level 3 given how dependent Fiji’s performance is on effective use of her consumables. Basic Firing Training isn't a bad pick for captains who want to get the most out of their AA, especially when combined with Level 4's Advanced Firing Training. At Level 4, picking up Concealment Expert is first priority. Advanced Firing Training, Radio Position Finding, and Manual Fire Control for AA Armament are worthy of consideration later on; Manual Fire Control for AA Armament is a more attractive skill for subsequent ships in the line and is recommended if captains intend to move the commander to the next ship.

Consumables

Fiji can equip the following consumables:

Though given the choice between Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.), Spotting Aircraft (While active, a spotter plane circles the ship enhancing main battery firing range.), and Catapult Fighter (While active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.), Fiji captains will want to stick with Smoke Generator given how lightly armored Fiji is. Premium consumables are highly recommended across the board. Players looking to conserve credits (or doubloons) should stick with non-premium Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.), but are encouraged to equip both Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) and Repair Party II (While active, restores a fixed percentage of a ship's hit points each second.).

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Fiji with Type 17 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

Many of the enemy cruisers Fiji will run across in her games fire primarily high-explosive shells (such as Myoko and Shchors), so equipping India Yankee (-20% to fire duration.) is a good idea if it is available for use. Because she has Repair Party (While active, restores a percentage of the ship's health points each second.), it's also recommended to mount India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) improve her survivability. Equal Speed Charlie London (+50% XP earned for the battle.) can be helpful in picking up useful module upgrades faster, such as the Fire Control System module (Mk VII mod. 2), which gives Fiji decent range at her tier.

Gallery

Historical Info

Historical Gallery

References

  1. HMS Fiji (58) - Wikipedia
  2. Crown Colony-class cruiser - Wikipedia
  3. HMS Fiji vs. The Luftwaffe: Naval Stories - News - World of Warships
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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 GoriziaDoubloons • VIII Amalfi • IX Brindisi • X Venezia 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VII Algérie • VIII Charles Martel • VIII BayardDoubloons • IX Saint-Louis • X Henri IV • X ColbertDoubloons 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • IX Neptune • IX Drake • X Minotaur • X Goliath 
Pan-Asia  I Chengan • VI HuangheDoubloons • VIII IrianDoubloons • VIII WukongDoubloons 
Commonwealth  VI PerthDoubloons 
Pan-America  VII Nueve de JulioDoubloons