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Fletcher

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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
?''Fletcher'' was the lead ship of the most numerous series of destroyers ever produced. They proved to be highly successful ships, combining high speed with efficient AA defenses, quick-firing artillery, and powerful torpedo armament.<br><br>Four of the class are preserved as military museum ships: [https://www.nps.gov/bost/learn/historyculture/usscassinyoung.htm USS ''Cassin Young''] in Boston, Massachusetts; [https://www.usskidd.com/ USS ''Kidd''] in Baton Rouge, Louisiana; [https://buffalonavalpark.org/exhibits/ships/ USS ''The Sullivans''] in Buffalo, New York; and HNS ''Velos'' (ex-USS ''Charrette'') in Athens, Greece.+''Fletcher'' was the lead ship of the most numerous series of destroyers ever produced. They proved to be highly successful ships, combining high speed with efficient AA defenses, quick-firing artillery, and powerful torpedo armament.<br><br>Four of the class are preserved as military museum ships: [https://www.nps.gov/bost/learn/historyculture/usscassinyoung.htm USS ''Cassin Young''] in Boston, Massachusetts; [https://www.usskidd.com/ USS ''Kidd''] in Baton Rouge, Louisiana; [https://buffalonavalpark.org/exhibits/ships/ USS ''The Sullivans''] in Buffalo, New York; and HNS ''Velos'' (ex-USS ''Charrette'') in Athens, Greece.<!-- <br><br>{{Model3DViewer|9bf778923cce4ee59bfa2fa1bcc8448e}}-->
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?''Fletcher''-class ships were workhorses of the United States Navy during World War II, and their legacy transfers well into World of Warships. ''Fletcher'' herself is, without question, the most flexible destroyer in the game. She can be tailored — via Commander Skills and Upgrades — to be a torpedo boat with good guns, or to be a murderous gunboat with above average torpedoes. She is one of a handful of destroyers in the game with decent anti-aircraft armament in her top configuration, and can finally equip the {{Defensive AA Fire}} consumable without having to sacrifice any of her five main battery guns. +''Fletcher''-class ships were workhorses of the United States Navy during World War II, and their legacy transfers well into World of Warships. ''Fletcher'' herself is, without question, the most flexible destroyer in the game. She can be tailored — via Commander Skills and Upgrades — to be a torpedo boat with good guns, or to be a murderous gunboat with above average torpedoes. She is also one of a handful of destroyers in the game with decent anti-aircraft armament in her top configuration.
  
?As with her immediate predecessors, ''Fletcher''’s main battery is punishing to enemy destroyers at close range. The ballistics of her guns make landing shells reliably on targets beyond 7 or 8 km problematic, but in close-quarters combat she has few rivals. Her upgraded torpedoes are the hardest-hitting torpedoes in the American destroyer line, and she retains ''[[Benson]]''’s ability to fire them from well beyond her detection range. Her torpedoes also remain more difficult to spot than those of her Japanese or Russian counterparts. Most importantly, ''Fletcher'' gains access to [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_3.29|Upgrade Slot 3]], allowing her captain to tailor her to a torpedo-centric build (via Torpedo Tubes Modification 3 and Torpedo Armament Expertise) or a gun-centric build (with Main Battery Modification 3 and Basic Firing Training) with relative ease. +''Fletcher'' retains the same main battery as ''[[Benson]]'', but while ''Benson'' has to choose between the fifth gun and the option to equip {{Defensive AA Fire}}, ''Fletcher'' does not. As with ''[[Benson]]'', the ballistics of her guns make landing shells reliably on destroyers beyond 7 or 8 km problematic, but in close-quarters combat their sheer rate of fire will overwhelm most other destroyers.
  
?There are only a handful of categories where ''Fletcher'' does not improve upon ''Benson'', and they're relatively minor things (such as air detection radius). Without {{Defensive AA Fire}} equipped she's still very vulnerable to enemy planes, and she's noticeably slower than ''Benson'' as well. Still, she's a significant upgrade from Tier VIII and a true joy to play... so much so that many players simply stop playing the line at ''Fletcher'' and never move on to ''[[Gearing]]''. +The primary upgrade, however, are to her torpedoes. They are faster-reloading and longer-ranged than the stock torpedoes carried over from ''Benson'', and have the highest damage in the line. Most importantly, they gain a massive speed boost of 11 knots, putting them at just 1 knot below comparable Japanese torpedoes. The torpedoes are also still very stealthy, making them a massive threat to not only battleships but cruisers and other destroyers as well.
 + 
 +In addition, ''Fletcher'' gains access to [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_6.29|Upgrade Slot 6]], allowing her captain to tailor her to a torpedo-centric build (via {{Torpedo Tubes Modification 2}} and [[Ship:Commander#Torpedo Armament Expertise|Torpedo Armament Expertise]]) or a gun-centric build (with {{Main Battery Modification 2}} and [[Ship:Commander#Basic Firing Training|Basic Firing Training]]) with relative ease.
 + 
 +There are only a handful of categories where ''Fletcher'' does not improve upon ''Benson'', and they are relatively minor things (such as air detection radius). Without {{Defensive AA Fire}} equipped she's still very vulnerable to enemy planes, and she's noticeably slower than ''Benson'' as well. Still, she's a significant upgrade from Tier VIII and a true joy to play... so much so that many players simply stop playing the line at ''Fletcher'' and never move on to ''[[Gearing]]''.
  
 |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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 * Punishing main battery reload speed; ''Fletcher'' is capable of putting a lot of shells on target in a short amount of time. * Punishing main battery reload speed; ''Fletcher'' is capable of putting a lot of shells on target in a short amount of time.
 * Very fast turret rotation speed. * Very fast turret rotation speed.
?* Hard hitting torpedoes deal more damage and reload faster than Tier X ''[[Gearing]]''.+* Fast and stealthy torpedoes deal more damage and reload faster than even Tier X ''[[Gearing]]''.
 * Can equip the {{Defensive AA Fire}} consumable without giving up any of her main battery guns. * Can equip the {{Defensive AA Fire}} consumable without giving up any of her main battery guns.
  
 |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. -->
?* Still fragile; engaging Russian destroyers beyond 6km range is inadvisable, and ''Fletcher'' remains vulnerable to cruisers of all tiers she will face.+* Still fragile; engaging Russian destroyers at mid-range and beyond is inadvisable, and ''Fletcher'' remains vulnerable to cruisers of all tiers she will face.
 * As good as her torpedoes are, ''[[Yūgumo]]''’s are still faster and pack more punch per hit. * As good as her torpedoes are, ''[[Yūgumo]]''’s are still faster and pack more punch per hit.
 * Slower than ''[[Benson]]''. * Slower than ''[[Benson]]''.
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 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?''Fletcher'' is likely to spend most of her time in close-combat with enemy destroyers, making Hull (B) the best upgrade to invest in first (for the extra hit points). The Mk16 mod. 1 Torpedo upgrade should come next, as it is a drastic upgrade to her torpedo armament. The Fire Control System upgrade should be saved for last or skipped entirely. +Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows:
 +* '''Hull:''' Upgrade to Hull (B) for additional health, a stouter AA suite, and improved rudder shift time. Research of this module unlocks progression to ''[[Gearing]]''.
 +* '''Torpedoes:''' Not only do the Mk16 mod. 1 torpedoes hit harder and travel faster and farther, but they reload quicker. Hull (B) must be equipped before they can be installed.
 +* '''Gun Fire Control System:''' Upgrade to Mk9 mod. 2 for an extra 10% range on the main battery.
 + 
 +''Fletcher'' is likely to spend most of her time in close-combat with enemy destroyers, making Hull (B) the best upgrade to invest in first (for the extra hit points). The Mk16 mod. 1 torpedo upgrade should come next, as it is a drastic upgrade to her torpedo armament. The Fire Control System upgrade should be saved for last or skipped entirely.
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
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 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
 The recommended upgrades for ''{{#var:ship_name}}'' are as follows: The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
?* '''Slot 1''': [[Ship:Upgrades#Main_Armaments_Modification.C2.A01|Main Armaments Modification 1]]+* '''Slot 1''': {{Main Armaments Modification 1}}
?* '''Slot 2''': [[Ship:Upgrades#Aiming_Systems_Modification.C2.A01|Aiming Systems Modification 1]]<nowiki>*</nowiki>+* '''Slot 2''': {{Engine Room Protection}} <nowiki>*</nowiki>
?* '''Slot 3''': See below.+* '''Slot 3''': {{Aiming Systems Modification 1}}<nowiki>*</nowiki>
?* '''Slot 4''': [[Ship:Upgrades#Propulsion_Modification.C2.A01|Propulsion Modification 1]]<nowiki>*</nowiki>+* '''Slot 4''': {{Propulsion Modification 1}}
?* '''Slot 5''': [[Ship:Upgrades#Propulsion_Modification.C2.A02|Propulsion Modification 2]]+* '''Slot 5''': {{Concealment System Modification 1}}
?* '''Slot 6''': [[Ship:Upgrades#Concealment_System_Modification.C2.A01|Concealment System Modification 1]]+* '''Slot 6''': See below.
  
?Upgrade recommendations for Slots 1, 5, and 6 are fairly easy to make. Some captains will opt to embrace their role as an anti-aircraft escort and install [[Ship:Upgrades#AA_Guns_Modification.C2.A02|AA Guns Modification 2]] into '''Upgrade Slot 2''' and/or [[Ship:Upgrades#Defensive_AA_Fire_Modification.C2.A01|Defensive AA Fire Modification 1]] into '''Upgrade Slot 4'''. Ultimately, however, the upgrade chosen for '''Upgrade Slot 3''' — and the corresponding commander skills — will separate one ''Fletcher'' from another. +Upgrade recommendations for '''Slots 1, 4''', and '''5''' are fairly easy to make. Some captains will opt to embrace their role as an anti-aircraft escort and install {{AA Guns Modification 1}} into '''Slot 3''' and/or {{Defensive AA Fire Modification 1}} into '''Slot 2'''. Ultimately, however, the upgrade chosen for '''Slot 6''' — and the corresponding commander skills — will separate one ''Fletcher'' from another.
  
?'''Torpedo Build:''' Captains wishing to focus their ''Fletcher'' as a torpedo boat will opt for Torpedo Tubes Modification 3 in Upgrade Slot 3. This lowers her torpedo reload to only 90 seconds. If her commander invests in the Level 3 commander skill Torpedo Armament Expertise, the reload time drops to a scant 81 seconds. Given how hard her torpedoes hit and how fast they travel, this configuration of ''Fletcher'' can give even the vaunted Japanese destroyers a run for their money in the torpedo damage category. +'''Torpedo Build:''' Captains wishing to focus their ''Fletcher'' as a torpedo boat will opt for {{Torpedo Tubes Modification 2}} in Slot 6. This lowers her torpedo reload to only 90 seconds. If her commander invests in the Level 3 commander skill [[Ship:Commander#Torpedo Armament Expertise|Torpedo Armament Expertise]], the reload time drops to a scant 81 seconds. Given how hard her torpedoes hit and how fast they travel, this configuration of ''Fletcher'' can give even the vaunted Japanese destroyers a run for their money in the torpedo damage category.
  
?'''Main Battery (Maximum Rate of Fire) Build:''' Another solid choice for ''Fletcher'' in Upgrade Slot 3 is Main Battery Modification 3. When coupled with Level 3 commander skill Basic Firing Training, her rate of fire increases significantly. In this configuration, the reload time on her main battery guns drops to 2.6 seconds (from a base of 3.3 seconds).+'''Main Battery (Maximum Rate of Fire) Build:''' Another solid choice for ''Fletcher'' in Slot 6 is {{Main Battery Modification 3}}. When coupled with Level 3 commander skill [[Ship:Commander#Basic Firing Training|Basic Firing Training]], her rate of fire increases significantly. In this configuration, the reload time on her main battery guns drops to 2.6 seconds (from a base of 3.3 seconds).
  
?'''Main Battery (Maximum Range) Build:''' Some captains prefer to maximize the range of ''Fletcher''’s main battery guns utilizing Gun Fire Control System Modification 2 in the third upgrade slot. While this pushes her main battery range out to 15.0 km, landing shells on all but the slowest, largest ships at such range is incredibly difficult. +'''Main Battery (Maximum Range) Build:''' Some captains prefer to maximize the range of ''Fletcher''’s main battery guns utilizing {{Gun Fire Control System Modification 2}} in the final upgrade slot. While this pushes her main battery range out to 15.0 km, landing shells on all but the slowest, largest ships at such range is incredibly difficult.
  
?{{block|!!|content=The historical maximum firing range of the 5-inch/38 caliber guns aboard ''Fletcher'' was approximately 16.0 km. Captains opting for a max range build should equip '''either''' Gun Fire Control System Modification 2 OR take the Advanced Firing Training commander skill. Ordinarily these two would stack to give ''Fletcher''’s guns a range approaching 18.0 km; however, the historical max range of her guns is correctly capped in-game and cannot be pushed past 16.3 km.}}+{{block|!!|content=The historical maximum firing range of the 5-inch/38 caliber guns aboard ''Fletcher'' was approximately 16.0 km. Captains opting for a max range build should equip either '''Gun Fire Control System Modification 2''' OR take the [[Ship:Commander#Advanced Firing Training|Advanced Firing Training]] commander skill. Ordinarily these two would stack to give ''Fletcher''’s guns a range approaching 18.0 km; however, the historical max range of her guns is correctly capped in-game and cannot be pushed past 16.3 km.}}
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
 Regardless of other choices, ''Fletcher'' commanders are strongly encouraged invest in either Priority Target or Preventative Maintenance at Level 1, Last Stand at Level 2, Survivability Expert at Level 3, and Concealment Expert at Level 4. Where points go after that depends on how captains wish to play the ship. Regardless of other choices, ''Fletcher'' commanders are strongly encouraged invest in either Priority Target or Preventative Maintenance at Level 1, Last Stand at Level 2, Survivability Expert at Level 3, and Concealment Expert at Level 4. Where points go after that depends on how captains wish to play the ship.
  
?A '''Torpedo Build''' ''Fletcher'' will want to invest in Torpedo Armament Expertise at Level 3, whereas a '''Main Battery Build''' ''Fletcher'' will want to pick up Basic Firing Training — and probably Demolition Expert — instead. Captains concerned about enemy aircraft could opt for Advanced Firing Training or Manual Fire Control for AA Armament. The latter is the better option, as ''Fletcher'' will run most of the time with her anti-aircraft guns disabled in order to avoid detection (making the additional AA range less valuable). +A '''Torpedo Build''' ''Fletcher'' will want to invest in Torpedo Armament Expertise at Level 3, whereas a '''Main Battery Build''' ''Fletcher'' will want to pick up Basic Firing Training — and probably Demolition Expert — instead. Captains concerned about enemy aircraft should invest in Basic Firing Training with November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) flags and avoid Level 4's Massive AA Fire (which actually makes her AA worse).
  
?{{Commander Skills+{{Commander Skills 2
?| Priority Target = 2+<!-- 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 = 2+| rating11 = 2 <!-- Priority Target -->
?| Expert Loader = +| rating12 = 2 <!-- 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 = 2+| rating21 = 2 <!-- High Alert -->
?| Jack of All Trades = 1+| rating22 = 1 <!-- Jack of All Trades -->
?| Expert Marksman = +| rating23 = <!-- Expert Marksman -->
?| Torpedo Acceleration = 1+| rating24 = 1 <!-- 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 = 3+| rating28 = 3 <!-- Last Stand -->
  
?| Basics of Survivability = +| rating31 = <!-- Basics of Survivability -->
?| Survivability Expert = 3+| rating32 = 3 <!-- Survivability Expert-->
?| Torpedo Armament Expertise = 2+| rating33 = 2 <!-- Torpedo Armament Expertise-->
?| Emergency Takeoff = +| rating34 = 0 <!-- Aircraft Armor -->
?| Basic Firing Training = 2+| rating35 = 2 <!-- Basic Firing Training -->
?| Superintendent = 2+| rating36 = 2 <!-- Superintendent -->
?| Demolition Expert = 2+| rating37 = 2 <!-- Demolition Expert -->
?| Vigilance = 1+| rating38 = 1 <!-- Vigilance -->
  
?| Manual Fire Control for Secondary Armament = +| rating41 = <!-- Manual Fire Control for Secondary Armament -->
?| Fire Prevention = +| rating42 = <!-- Fire Prevention -->
?| Inertia Fuse for HE Shells = 1+| 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 3:''' {{Engine Boost}} '''or''' {{Defensive AA Fire}} * '''Slot 3:''' {{Engine Boost}} '''or''' {{Defensive AA Fire}}
  
?Even if her captain doesn't sink any commander skill points or upgrades into improving her anti-aircraft suite, {{Defensive AA Fire}} is recommended over {{Engine Boost}} due to the extreme threat that enemy aircraft pose to ''Fletcher''. Simply having it equipped and demonstrating to an enemy aircraft carrier that it is available is frequently a deterrent to them swarming ''Fletcher'' with bombers or assigning a fighter squadron to keep her spotted. +Even if her captain doesn't sink any commander skill points or upgrades into improving her anti-aircraft suite, {{Defensive AA Fire}} is recommended over {{Engine Boost}} due to the extreme threat that enemy aircraft pose to ''Fletcher''.
? +
?Beyond that, {{Damage Control Party II}} is worth the credits (or doubloons) for the shortened cooldown on repairing broken modules. The improved cooldowns on {{Smoke Generator II}} and {{Defensive AA Fire II}} make them worthwhile investments as well.+
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
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 {{Signal Flags {{Signal Flags
?| November Echo Setteseven = 1+| November Echo Setteseven = 2
 | Mike Yankee Soxisix =  | Mike Yankee Soxisix =
 | India X-Ray = 2 | India X-Ray = 2
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 |History=<!-- write text below --> |History=<!-- write text below -->
 <div class="thumb tright"> <div class="thumb tright">
?{{AnnoWiki|content=<h3>Construction</h3>+{{AnnoWiki|content=
?:Federal Shipbuilding and Drydock Company; Kearny, New Jersey+<h2>USS ''{{#var:ship_name}}'', 1944</h2>
 +===Construction===
 +:Builder: Federal Shipbuilding and Drydock Company;<br>&nbsp;&nbsp;&nbsp;Kearny, New Jersey, United States
 :Laid down: 2 October 1941 :Laid down: 2 October 1941
 :Launched: 3 May 1942 :Launched: 3 May 1942
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 :Four (4x1) 20mm Oerlikon cannons :Four (4x1) 20mm Oerlikon cannons
 }}</div> }}</div>
?{{VideoYT|AkQggd3DUvo}} 
 {{VideoYT|55YaONbA3FI}} {{VideoYT|55YaONbA3FI}}
 ===History=== ===History===
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 With the outbreak of the Korean War many were returned to active duty. During this time 39 were refitted, reducing their overall main armament and the number of torpedo tubes to accommodate other weapons. A new ahead-throwing weapon called Weapon Alpha was installed in many of the ships. Others carried trainable Hedgehogs. Eighteen ships were redesignated as escort destroyers (DDE), optimized for anti-submarine warfare. With the outbreak of the Korean War many were returned to active duty. During this time 39 were refitted, reducing their overall main armament and the number of torpedo tubes to accommodate other weapons. A new ahead-throwing weapon called Weapon Alpha was installed in many of the ships. Others carried trainable Hedgehogs. Eighteen ships were redesignated as escort destroyers (DDE), optimized for anti-submarine warfare.
 +
 +===Historical Inaccuracies===
 +* ''Fletcher'' uses the historical camouflage of sister ship USS ''La Vallette'' (DD-448) which she wore in 1942. Both ships were in Measure 12 (modified) camouflage, but the pattern on ''Fletcher'' was painted differently.
 +* Measure 12 (modified) included painted turrets, but in the game they remain unpainted.
 +* ''Fletcher'''s Measure 32/2C camouflage is also missing. She wore this scheme in 1944.
  
 |HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated by | --><gallery> |HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated by | --><gallery>
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 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +#[https://en.wikipedia.org/wiki/USS_Fletcher_(DD-445) USS ''Fletcher'' (DD-445) - Wikipedia]
 +#[https://en.wikipedia.org/wiki/Fletcher-class_destroyer ''Fletcher''-class destroyer - Wikipedia]
  
 }}<!-- 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 19:02, 10 October 2020

Fletcher
Fletcher_wows_main.jpg
Destroyer | U.S.A. | Tier IX
Tech Tree Position
Benson
Arrow_down.png
Fletcher_icon_small.png
Arrow_down.png
Gearing
stock
 top
General
Research price158000 exp
Purchase price12,850,000 Credits
Hit Points13,900 
Main Battery
127 mm/38 Mk.12 on a Mk.30 mod.0 mount5 х 1 pcs.
Rate of Fire17.96 shots/min.
Reload Time3.34 sec.
Rotation Speed34 deg./sec.
180 Degree Turn Time5.29 sec.
Firing Range11.77 km.
Maximum Dispersion103 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 Mk152 х 5 pcs.
Rate of Fire0.49 shots/min.
Reload Time122 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk15 mod. 3 
Maximum Damage16,633 
Torpedo Speed55 knot
Torpedo Range9.15 km.
AA Defense
127 mm/38 Mk.12 on a Mk.30 mod.0 mount5 х 1 pcs.
. . . Average Damage per Second53.5 
. . . Firing Range5.01 km.
40 mm/56 Bofors on a Mk.1 mount3 х 2 pcs.
. . . Average Damage per Second33.9 
. . . Firing Range3.51 km.
20 mm Oerlikon on a Mk.4 mount9 х 1 pcs.
. . . Average Damage per Second32.4 
. . . Firing Range2.01 km.
Maneuverability
Maximum Speed36.5 knot
Turning Circle Radius560 m.
Rudder Shift Time4.5 sec.
Concealment
Surface Detectability Range7.16 km.
Air Detectability Range3.24 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
IX
Ship_PASD021_Fletcher_1943.png
12,850,000

Fletcher — American Tier IX destroyer.

Fletcher was the lead ship of the most numerous series of destroyers ever produced. They proved to be highly successful ships, combining high speed with efficient AA defenses, quick-firing artillery, and powerful torpedo armament.

Four of the class are preserved as military museum ships: USS Cassin Young in Boston, Massachusetts; USS Kidd in Baton Rouge, Louisiana; USS The Sullivans in Buffalo, New York; and HNS Velos (ex-USS Charrette) in Athens, Greece.

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.30 mod.0 mount185.31031,80052,100 01,050,000
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)
Fletcher (A)13,900132059/3/52 01,400,000
Fletcher (B)17,100132057/52 36,0003,250,000
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)
Mk15 mod. 30.51227.216,633559.2 01,470,000
Mk16 mod. 10.61067.219,0336610.5 34,5002,400,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk9 mod. 10 0880,000
Mk9 mod. 20 22,5001,850,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 60,000 hp36.5 01,100,000

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
 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

Fletcher-class ships were workhorses of the United States Navy during World War II, and their legacy transfers well into World of Warships. Fletcher herself is, without question, the most flexible destroyer in the game. She can be tailored — via Commander Skills and Upgrades — to be a torpedo boat with good guns, or to be a murderous gunboat with above average torpedoes. She is also one of a handful of destroyers in the game with decent anti-aircraft armament in her top configuration.

Fletcher retains the same main battery as Benson, but while Benson has to choose between the fifth gun and the option to equip Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., Fletcher does not. As with Benson, the ballistics of her guns make landing shells reliably on destroyers beyond 7 or 8 km problematic, but in close-quarters combat their sheer rate of fire will overwhelm most other destroyers.

The primary upgrade, however, are to her torpedoes. They are faster-reloading and longer-ranged than the stock torpedoes carried over from Benson, and have the highest damage in the line. Most importantly, they gain a massive speed boost of 11 knots, putting them at just 1 knot below comparable Japanese torpedoes. The torpedoes are also still very stealthy, making them a massive threat to not only battleships but cruisers and other destroyers as well.

In addition, Fletcher gains access to Upgrade Slot 6, allowing her captain to tailor her to a torpedo-centric build (via Torpedo Tubes Modification 2 : -15% reload time. / +50% risk of incapacitation. and Torpedo Armament Expertise) or a gun-centric build (with Main Battery Modification 2 : +15% to main battery traverse speed. and Basic Firing Training) with relative ease.

There are only a handful of categories where Fletcher does not improve upon Benson, and they are relatively minor things (such as air detection radius). Without Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. equipped she's still very vulnerable to enemy planes, and she's noticeably slower than Benson as well. Still, she's a significant upgrade from Tier VIII and a true joy to play... so much so that many players simply stop playing the line at Fletcher and never move on to Gearing.

Pros:

  • Excellent concealment.
  • Punishing main battery reload speed; Fletcher is capable of putting a lot of shells on target in a short amount of time.
  • Very fast turret rotation speed.
  • Fast and stealthy torpedoes deal more damage and reload faster than even Tier X Gearing.
  • Can equip the Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable without giving up any of her main battery guns.

Cons:

  • Still fragile; engaging Russian destroyers at mid-range and beyond is inadvisable, and Fletcher remains vulnerable to cruisers of all tiers she will face.
  • As good as her torpedoes are, Yūgumo’s are still faster and pack more punch per hit.
  • Slower than Benson.
  • Upgraded torpedo range is still 6km shorter than Gearing’s.
  • While her anti-aircraft suite is a fair bit better than most destroyers, it will struggle to shoot down high tier planes.

Research

Availability of researchable upgrades for Fletcher is as follows:

  • Hull: Upgrade to Hull (B) for additional health, a stouter AA suite, and improved rudder shift time. Research of this module unlocks progression to Gearing.
  • Torpedoes: Not only do the Mk16 mod. 1 torpedoes hit harder and travel faster and farther, but they reload quicker. Hull (B) must be equipped before they can be installed.
  • Gun Fire Control System: Upgrade to Mk9 mod. 2 for an extra 10% range on the main battery.
Fletcher is likely to spend most of her time in close-combat with enemy destroyers, making Hull (B) the best upgrade to invest in first (for the extra hit points). The Mk16 mod. 1 torpedo upgrade should come next, as it is a drastic upgrade to her torpedo armament. The Fire Control System upgrade should be saved for last or skipped entirely.

Optimal Configuration

Fletcher is a highly flexible destroyer capable of being tailored in a variety of different ways. Most captains, however, will choose to focus on improving one of her main armaments to the maximum extent possible.

Upgrades

The recommended upgrades for Fletcher are as follows:

Upgrade recommendations for Slots 1, 4, and 5 are fairly easy to make. Some captains will opt to embrace their role as an anti-aircraft escort and install AA Guns Modification 1 +20% reduction in the preparation time of the priority AA sector. into Slot 3 and/or Defensive AA Fire Modification 1 : +20% action time. / -10% cooldown time. into Slot 2. Ultimately, however, the upgrade chosen for Slot 6 — and the corresponding commander skills — will separate one Fletcher from another.

Torpedo Build: Captains wishing to focus their Fletcher as a torpedo boat will opt for Torpedo Tubes Modification 2 : -15% reload time. / +50% risk of incapacitation. in Slot 6. This lowers her torpedo reload to only 90 seconds. If her commander invests in the Level 3 commander skill Torpedo Armament Expertise, the reload time drops to a scant 81 seconds. Given how hard her torpedoes hit and how fast they travel, this configuration of Fletcher can give even the vaunted Japanese destroyers a run for their money in the torpedo damage category.

Main Battery (Maximum Rate of Fire) Build: Another solid choice for Fletcher in Slot 6 is Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed.. When coupled with Level 3 commander skill Basic Firing Training, her rate of fire increases significantly. In this configuration, the reload time on her main battery guns drops to 2.6 seconds (from a base of 3.3 seconds).

Main Battery (Maximum Range) Build: Some captains prefer to maximize the range of Fletcher’s main battery guns utilizing Gun Fire Control System Modification 2 : +16% firing range. in the final upgrade slot. While this pushes her main battery range out to 15.0 km, landing shells on all but the slowest, largest ships at such range is incredibly difficult.

The historical maximum firing range of the 5-inch/38 caliber guns aboard Fletcher was approximately 16.0 km. Captains opting for a max range build should equip either Gun Fire Control System Modification 2 OR take the Advanced Firing Training commander skill. Ordinarily these two would stack to give Fletcher’s guns a range approaching 18.0 km; however, the historical max range of her guns is correctly capped in-game and cannot be pushed past 16.3 km.

Commander Skills

Regardless of other choices, Fletcher commanders are strongly encouraged invest in either Priority Target or Preventative Maintenance at Level 1, Last Stand at Level 2, Survivability Expert at Level 3, and Concealment Expert at Level 4. Where points go after that depends on how captains wish to play the ship.

A Torpedo Build Fletcher will want to invest in Torpedo Armament Expertise at Level 3, whereas a Main Battery Build Fletcher will want to pick up Basic Firing Training — and probably Demolition Expert — instead. Captains concerned about enemy aircraft should invest in Basic Firing Training with November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) flags and avoid Level 4's Massive AA Fire (which actually makes her AA worse).

Consumables

Fletcher can equip the following consumables:

Even if her captain doesn't sink any commander skill points or upgrades into improving her anti-aircraft suite, Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. is recommended over Engine BoostWhile active, increases a ship's speed by a fixed percentage. due to the extreme threat that enemy aircraft pose to Fletcher.

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.

Players who wish to spend doubloons can equip Fletcher 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

Captains who have opted for a Torpedo Build Fletcher will want to equip a Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) signal in order to maximize potential damage from torpedo hits. Throwing on a Sierra Mike (+5% to the ship's maximum speed.) signal is an excellent way to help make up for her loss of speed from Benson. November Foxtrot (-5% reload time on all consumables.) and Juliet Charlie (-100% to the risk of your ship's magazine detonating.) are also highly recommended, if available. Main Battery Build Fletcher captains should also consider 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. / +5% to the risk of your ship's magazine detonating.) signals to maximize the fire chance of her main battery shells.


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

Gallery

Historical Info

Historical Gallery

References

  1. USS Fletcher (DD-445) - Wikipedia
  2. Fletcher-class destroyer - Wikipedia
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