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Hakuryu

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Revision as of 03:17, 28 October 2017
Added research section; reworked upgrades section; reworked recommended commander skills section; fixed consumables section; fixed recommended signals section; added gallery section
Revision as of 00:27, 13 May 2019
14 intermediate revisions by 8 users not shown
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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. -->
?An aircraft carrier designed to be an enlarged and enhanced version of the ''[[Taiho]]'' class. ''Hakuryu'' was superior to her predecessor in size, armor and artillery power. Owing to an increased hangar, she could carry the largest air group among all Japanese aircraft carriers.+An aircraft carrier designed to be an enlarged and enhanced version of the ''Taiho'' class. ''Hakuryu'' was superior to her predecessor in size, armor and artillery power. Owing to an increased hangar, she could carry the largest air group among all Japanese aircraft carriers.<br><br>{{Model3DViewer|e33ef99142df4e4799e3064591d9a3fb}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?Rightly dubbed as the "Sky Hammer" because of the number of squadrons she can put in the air at any given time, the Hakuryu is a battleship's worst nightmare—with special mention to the Yamato which was sunk by aircraft during her very last sortie. The Hakuryu can field a large number of squadrons to destroy any ship in the water, with up to six strike squadrons at her disposal. However, there is a cost of having so many squadrons: each squadron has a smaller number of planes than their US counterparts which means they can be easily destroyed by a solid AA screen or by intercepting fighters. Despite being large as she is, the Hakuryu has a rather reasonable concealment value, better than her counterpart the Midway. 
  
?|Research=<!-- write text about priority sequence of research below --> 
?This is a suggested research path: 
?# Mitsubishi A8M fighters 
?# Nakajima C6N1-B torpedo bombers 
?# Wakusei dive bombers 
?# Type 10 mod. 2 or mod. 3 Flight Control 
? 
? 
?Researching the flight control mods is listed last due to the fact that the anti-air at this tier is so powerful and managing multiple squads is the most difficult at this tier. Additionally, the mod. 2 Flight Control only adds one extra dive bomber squadron to the player's loadout, which may not be very helpful at all and will reduce the ratio of allocated torpedo bombers. Additionally, researching mod. 2 or mod. 3 Flight Control depends on the player's preference. 
  
 |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. -->
?* Can put several squadrons into the air at any given time, especially strike aircraft+* Excellent concealment.
?* Carrier itself has good concealment values+* Does not catch fire easily.
?* Deck does not burn easily+* Faster than ''Midway'' and easier to dodge enemy fire.
?* A daunting thing to be wary of in high tier matches+* Thin armor makes most AP shells overpenetrate for minimal damage.
?* Fighters are rather sound at their tier+
  
 |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. -->
?* Small squadron size which makes it a bit easy to have fighters intercept them+* Slightly worse AA than ''Midway'', but still plenty to fend off smaller enemy air strikes.
?* Fighters are still swamped by US fighters in dogfights+* Weaker armor than that of ''Midway'' makes ''Hakuryu'' less viable in open warfare.
 + 
 +|Research=<!-- write text about priority sequence of research below -->
 + 
 + 
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
  
 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
?As a Tier X carrier with all six possible upgrade slots, the following upgrades are recommended on ''{{#var:ship_name}}'':+*'''Slot 1''': {{Air Groups Modification 1}}
?*'''Slot 1''':[[Ship:Upgrades#Air_Groups_Modification.C2.A01|Air Groups Modification 1]], in order to improve the fighters' damage capabilities and increase their chances of winning dogfights.+*'''Slot 2''': {{Aircraft Engines Modification 1}}
?*'''Slot 2''':[[Ship:Upgrades#Air_Groups_Modification.C2.A02|Air Groups Modification 2]], in order to further improve the fighters' chances of winning dogfights through increasing their survivability.+*'''Slot 3''': {{Torpedo Bombers Modification 1}}
?*'''Slot 3''':[[Ship:Upgrades#Air_Groups_Modification.C2.A03|Air Groups Modification 3]], in order to improve bomber survivability when attacking ships of this tier, due to the powerful nature of anti-air at this tier and Tier X.+*'''Slot 4''': {{Torpedo Bombers Modification 2}}
?*'''Slot 4''':[[Ship:Upgrades#Damage_Control_System_Modification.C2.A01|Damage Control System Modification 1]] is the top pick of the bunch, in order to reduce fire and flooding chance on the ship (as carriers rarely have their engine or rudder incapacitated).+*'''Slot 5''': {{Concealment System Modification 1}}
?*'''Slot 5''':[[Ship:Upgrades#Propulsion_Modification.C2.A02|Propulsion Modification 2]], so that captains can quickly relocate their ship if any potential threat is approaching quickly.+*'''Slot 6''': {{Air Groups Modification 2}}
?*'''Slot 6''':[[Ship:Upgrades#Concealment_System_Modification.C2.A01|Concealment System Modification 1]], in order to greatly decrease the chances of being detected.+
  
?|CommanderSkills=<!-- write text about best set of Commander Skills below -->+'''Upgrade Slot 5''' offers players {{Concealment System Modification 1}}, which stacks with [[Ship:Commander#Concealment_Expert|Concealment Expert]] and camouflage to bring ''{{#var:ship_name}}''’s surface detection down to a small range of 11.5 km.
?''{{#var:ship_name}}'' uses the standard IJN CV captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. [[Ship:Commander#Aircraft_Servicing_Expert|Aircraft Servicing Expert]], [[Ship:Commander#Torpedo_Acceleration|Torpedo Acceleration]], [[Ship:Commander#Torpedo_Armament_Expertise|Torpedo Armament Expertise]], and [[Ship:Commander#Air_Supremacy|Air Supremacy]] are "must have" skills. [[Ship:Commander#Dogfighting_Expert|Dogfighting Expert]] is still useful despite ''{{#var:ship_name}}''’s planes being top tier as the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.+
  
?For AA defense, ''{{#var:ship_name}}'' has medium-caliber 100mm guns that benefit greatly from Manual Fire Control for AA Armament. [[Ship:Commander#Basic_Firing_Training|Basic Firing Training]] is also a good choice to boost all AA guns' DPS by 20%. And as ''{{#var:ship_name}}'' is a Tier IX carrier, the player has access to the special IJN carrier [[Ship:Consumables#Defensive_AA_Fire|Defensive Fire]] consumable, which lasts for two minutes and increases the ship's AA DPS by a factor of '''1.75'''. Coupled with '''Basic Firing Training''' and [[Ship:Commander#Manual_Fire_Control_for_AA_Armament|Manual Fire Control for AA Armament]], the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively and greatly reduce the damage taken from an enemy carrier's attack. 
  
?[[Ship:Commander#Evasive_Maneuver|Evasive Maneuvers]] is recommended as it increases the bombers' survivability when returning to the carrier, and is especially useful when the enemy targets have activated [[Ship:Consumables#Defensive_AA_Fire|Defensive Fire]].+|CommanderSkills=<!-- write text about best set of Commander Skills below -->
? +''{{#var:ship_name}}'' uses the standard Japanese carrier captain skill setup.
?Any skills that are related to an enemy vessel firing on your carrier are not useful, as the cost-benefit of investing in survivability skills is not worth the minimal benefit they offer. ''{{#var:ship_name}}'' is large and unarmored, and will not survive an attack by any ship larger than a destroyer. ''{{#var:ship_name}}'' captains must position their ship near friendlies and far back from the enemy fleet. [[Ship:Commander#Concealment_Expert|Concealment Expert]] may be taken to further reduce detection range if the captain so desires.+
?{{block|!|content= ATTENTION+
?*Due to dive bombers having over 100% chance of causing fires, [[Ship:Commander#Demolition_Expert|Demolition Expert]] is '''not''' recommended.}}+
  
 {{Commander Skills {{Commander Skills
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 | Jack of All Trades =  | Jack of All Trades =
 | Expert Marksman =  | Expert Marksman =
?| Torpedo Acceleration = 3+| Torpedo Acceleration = 2
 | Smoke Screen Expert =  | Smoke Screen Expert =
?| Expert Rear Gunner = 2+| Expert Rear Gunner = 3
 | Adrenaline Rush =  | Adrenaline Rush =
 | Last Stand =  | Last Stand =
  
?| Survivability Expert = +| Survivability Expert = 3
 | Basics of Survivability =  | Basics of Survivability =
?| Torpedo Armament Expertise = 3+| Torpedo Armament Expertise =
?| Emergency Takeoff = 1+| Emergency Takeoff = 3
 | Basic Firing Training = 1 | Basic Firing Training = 1
 | Superintendent =  | Superintendent =
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 | Manual Fire Control for AA Armament = 2 | Manual Fire Control for AA Armament = 2
 | Radio Position Finding =  | Radio Position Finding =
?| Concealment Expert = 2+| Concealment Expert = 3
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?As a Tier X carrier, ''{{#var:ship_name}}'' has access to the following consumables: +''{{#var:ship_name}}'' can equip the following consumables:
?*{{Damage Control Party}}+* '''Slot 1:''' {{Damage Control Party}}
?*{{Defensive AA Fire}}+* '''Slot 2:''' {{Fighter I}}
 +All aircraft carrier consumables are automatically activated.
  
 +'''Attack Aircraft:'''
 +* '''Slot 1:''' {{Engine Cooling}}
 +* '''Slot 2:''' {{Patrol Fighter}}
  
?Premium '''Defensive AA Fire II''' is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Premium '''Damage Control Party II''' is not recommended as it is only needed in dire moments, or when the player is the last one alive. +'''Torpedo Bombers:'''
 +* '''Slot 1:''' {{Engine Cooling}}
 +* '''Slot 2:''' {{Patrol Fighter}}
 +* '''Slot 3:''' {{Repair}}
 + 
 +'''Bombers:'''
 +* '''Slot 1:''' {{Engine Cooling}}
 +* '''Slot 2:''' {{Patrol Fighter}}
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
 [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range. [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range.
  
?Players who wish to spend doubloons are recommended to equip ''Hakuryu'' with the permanent [[Ship:Camouflage#Permanent_Camouflage|Type 20 camouflage]] rather than the pay-per-battle premium [[Ship:Camouflage#Standard_Camouflage|Type 6 camouflage]] as the permanent Type 20 lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of repairs, and increases the amount of credits and experience she earns. The premium Type 6, unlike the permanent Type 20, '''does not''' provide repair cost reduction benefits nor does it increase the amount of credits earned.+Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 20 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns.
 + 
 +Alternative space camo is available during Halloween.
  
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?As a carrier, ''{{#var:ship_name}}'' can only mount at most four signals at a time and has no risk of detonating. Players should mount '''Equal Speed Charlie London''' (for faster XP grinding / increased XP gain per battle), '''Zulu Hotel''' (when coupled with Equal Speed Charlie London greatly helps increase commander (re)training), and, for the last two / pair, '''November Echo Setteseven''' (for better bomber self-defense against fighters) and '''Juliet Whiskey Unaone''' (to have a better chance at causing flooding and dealing damage via flooding). Players can also choose to equip the Dragon Flag for faster commander (re)training.+As a carrier, ''{{#var:ship_name}}'' can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}), Zulu Hotel ({{Zulu Hotel|Size=18px}}), and, for the last two: November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) and Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}).
?{{block|!|content= ATTENTION+
?*Due to dive bombers having over 100% chance of causing fires, Victor Lima and India X-Ray are '''not''' recommended.}}+
  
 {{Signal Flags {{Signal Flags
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 |History=<!-- write text below --> |History=<!-- write text below -->
? 
 The ''Hakuryu'' (白竜, "White Dragon") is based off of Project G15 "Taiho-Kai" which was an attempt by Japanese designers to create a successor to the flawed ''[[Taiho]]'' class. She was to be larger, better armed, better protected, carry a larger airgroup, and would've corrected the numerous flaws found in her predecessor's design. Seven of the class were planned to be laid down between 1944 and 1945 with an expected completion date between 1947 and 1948. However, the project was suspended after the Battle of Midway in order to focus construction efforts on the smaller ''Unryu''-class before finally cancelled in August of 1943 in order to concentrate development on the smaller less expensive G18 class. The ''Hakuryu'' (白竜, "White Dragon") is based off of Project G15 "Taiho-Kai" which was an attempt by Japanese designers to create a successor to the flawed ''[[Taiho]]'' class. She was to be larger, better armed, better protected, carry a larger airgroup, and would've corrected the numerous flaws found in her predecessor's design. Seven of the class were planned to be laid down between 1944 and 1945 with an expected completion date between 1947 and 1948. However, the project was suspended after the Battle of Midway in order to focus construction efforts on the smaller ''Unryu''-class before finally cancelled in August of 1943 in order to concentrate development on the smaller less expensive G18 class.
  
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 ===Historical Inaccuracies=== ===Historical Inaccuracies===
 +* No ship in the Imperial Japanese Navy was ever named ''Hakuryu''.
 * Production of the Japanese 40 mm Bofors began in late 1944; ''Hakuryu'' was cancelled in 1943. * Production of the Japanese 40 mm Bofors began in late 1944; ''Hakuryu'' was cancelled in 1943.
 * The Japanese version of the 40 mm Bofors had a defective fuse design which limited its effective range to ~3.0 km. * The Japanese version of the 40 mm Bofors had a defective fuse design which limited its effective range to ~3.0 km.

Revision as of 00:27, 13 May 2019

Hakuryū
Hakuryū_wows_main.jpg
Tech Tree Position
Shōkaku
Arrow_down.png
Hakuryū_icon_small.png
Arrow_down.png
Sekiryu
stock
 top
General
Research price355000 exp
Purchase price28,000,000 Credits
Hit Points63,100 
Secondary Armament #1
100 mm/65 Type 98 on a twin mount12 х 2 pcs.
Firing Rangekm.
Rate of Fire20.98 shots/min.
Reload Time2.86 sec.
HE Shell100 mm HE Type98 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity1000 m./s.
Chance of Fire on Target Caused by HE Shell%
AA Defense
100 mm/65 Type 98 on a twin mount12 х 2 pcs.
. . . Average Damage per Second249.6 
. . . Firing Range5.01 km.
40 mm/60 Type 5 on a twin mount22 х 2 pcs.
. . . Average Damage per Second242 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed34.5 knot
Turning Circle Radius1 250 m.
Rudder Shift Time17.1 sec.
Concealment
Surface Detectability Range15.19 km.
Air Detectability Range11.42 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
X
Ship_PJSA110_Hakuryu.png
28,000,000

Hakuryū — Japanese Tier X aircraft сarrier.

An aircraft carrier designed to be an enlarged and enhanced version of the Taiho class. Hakuryu was superior to her predecessor in size, armor and artillery power. Owing to an increased hangar, she could carry the largest air group among all Japanese aircraft carriers.

Modules

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)
Hakuryū63,100131301222/12 03,000,000
Attack Aircraft Speed
(knot)
IDS_SHIP_PARAM_SQUADRON_MED_DAMAGE
(HP/min)
IDS_SHIP_PARAM_SQUADRON_AMMO_AMOUNTHit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A7M Reppū1561,450 01,000,000
A8M Rikufū1651,510 38,0002,500,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
C6N Saiun9,3331411,750 01,000,000
J5N Tenrai Type 91 mod. 79,3331451,820 38,0002,500,000
Bombers Maximum Bomb Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A7M Reppū1481,720 01,000,000
J5N Tenrai1521,790 38,0002,500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 240,000 hp34.5 0900,000

Compatible Upgrades

 Slot 1 
Air Groups Modification 1
Auxiliary Armaments Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Aircraft Engines Modification 1
 Slot 3 
Secondary Battery Modification 1
Torpedo Bombers Modification 1
Attack Aircraft Modification 1
Aerial Torpedoes Modification 1
 Slot 4 
Damage Control System Modification 2
Attack Aircraft Modification 2
Torpedo Bombers Modification 2
Bombers Modification 1
Airstrike Modification 1
 Slot 5 
Flight Control Modification 1
Concealment System Modification 1
Squadron Consumables Modification 1
 Slot 6 
Flight Control Modification 2
Air Groups Modification 2
Fuel Injection System
Auxiliary Armaments Modification 2

Player Opinion


Pros:

  • Excellent concealment.
  • Does not catch fire easily.
  • Faster than Midway and easier to dodge enemy fire.
  • Thin armor makes most AP shells overpenetrate for minimal damage.

Cons:

  • Slightly worse AA than Midway, but still plenty to fend off smaller enemy air strikes.
  • Weaker armor than that of Midway makes Hakuryu less viable in open warfare.

Optimal Configuration

Upgrades

Upgrade Slot 5 offers players Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship., which stacks with Concealment Expert and camouflage to bring Hakuryū’s surface detection down to a small range of 11.5 km.

Commander Skills

Hakuryū uses the standard Japanese carrier captain skill setup.

Consumables

Hakuryū can equip the following consumables:

All aircraft carrier consumables are automatically activated.

Attack Aircraft:

Torpedo Bombers:

Bombers:

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range.

Players who wish to spend doubloons can equip Hakuryū with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns.

Alternative space camo is available during Halloween.

Signals

As a carrier, Hakuryū can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (🚫), Zulu Hotel (🚫), and, for the last two: 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.) and Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.).


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

Gallery

Historical Info

Historical Gallery


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Pan-Asia  VIII SanzangDoubloons 
Spain  
Europe  
Netherlands  
Italy  VIII AquilaDoubloons 
Commonwealth  
Pan-America