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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. -->
?A ''[[Fletcher]]''-class destroyer that has powerful anti-aircraft armament and a high speed. In May 1945, she was modernized to receive enhanced AA armament by removing her forward torpedo launcher.<br><br>USS ''Kidd'' is now preserved as a [https://www.usskidd.com/ military museum ship] in Baton Rouge, Louisiana.+A ''[[Fletcher]]''-class destroyer that has powerful anti-aircraft armament and a high speed. In May 1945, she was modernized to receive enhanced AA armament by removing her forward torpedo launcher.<br><br>USS ''Kidd'' is now preserved as a [https://www.usskidd.com/ military museum ship] in Baton Rouge, Louisiana. She was first released for sale worldwide on 10 November 2017.<br><br>{{Model3DViewer|a905482b4c7b48c79dc381a5933e8eba}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?''{{#var:ship_name}}'' plays like the love-child of a [[Ship:Fletcher|''Fletcher'']], [[Ship:Benson|''Benson'']], and [[Ship:Sims|''Sims'']]. Hull wise, she is a ''Fletcher'' class, with the guns of her tier nine counterpart. However, unlike the ''Fletcher'', ''Kidd'' fulfils a more niche role and plays similarly to the ''Sims''. She also has a single launcher of ''Benson'' torpedoes, completing the Frankenstein-esque tier eight premium destroyer. +''{{#var:ship_name}}'' plays like the love-child of ''[[Fletcher]]'', ''[[Benson]]'', and ''[[Sims]]''. Hull-wise, she is a ''Fletcher''-class destroyer, with the guns of her Tier IX parent. However, unlike ''Fletcher'', ''Kidd'' fulfills a more niche role and plays similarly to ''Sims''. She also has a single launcher of ''Benson'' torpedoes, completing the composition of this Frankenstein-esque Tier VIII premium destroyer.
  
?Having the hull of a ''Fletcher'' class destroyer, ''Kidd'' gains access to a rather impressive array of anti-aircraft armament and the {{Defensive AA Fire}} consumable. Fully committing to an AA build will cause the ''Kidd'' to become a respectable opponent to any Aircraft Carrier, or a target to be actively avoided. Even without fully investing in the skill and modules for AA firepower, triggering Defensive AA Fire will cause no small amount of concern to enemy planes. In addition, ''Kidd'' has all the firepower of the tier nine [[Ship:Fletcher|''Fletcher'']], boosting of 5 fast firing 127mm guns; perfect for the role of decimating enemy destroyers or severely annoying larger surface ships. She's also uniquely equipped with the {{Repair Party}} consumable, adding to the survivability afforded by her relatively large health pool.+Having the hull of a ''Fletcher''-class destroyer, ''Kidd'' gains access to a rather impressive array of anti-aircraft armament and the {{Defensive AA Fire}} consumable. Fully committing to an '''Anti-Aircraft Build''' will cause ''Kidd'' to become a respectable opponent for enemy aircraft carriers (or, more precisely, a target to be actively avoided). Even without fully investing in the skill and modules for AA firepower, triggering {{Defensive AA Fire}} will cause no small amount of concern to enemy planes. In addition, ''Kidd'' has all the firepower of Tier IX's ''Fletcher'', boasting five (5) fast-firing 127mm guns; perfect for the role of decimating enemy destroyers or severely annoying larger surface ships. She's also uniquely equipped with the {{Repair Party}} consumable, adding to the survivability afforded by her relatively large health pool.
  
?Maneuverability wise, ''Kidd'' straddles a line between the [[Ship:Benson|''Benson'']] and [[Ship:Fletcher|''Fletcher'']]. She is faster than the former, but not as fast as the latter. Her rudder shift is slightly better than that found on either ship, but she has a worse turning circle. Her concealment is on par with both ships, and her health pool sits in the middle between the two. +Maneuverability wise, ''Kidd'' straddles a line between the ''[[Benson]]'' and ''[[Fletcher]]'': she is faster than the latter, but not as fast as the former. Her rudder shift is slightly better than that found on either ship, but she has a wider turning circle. Her concealment is on par with both ships, and her health pool sits in the middle between the two.
  
?However, it is not all roses and sunshine with the ''Kidd'', as her primary fault is rather glaring: The lack of an effective torpedo armament. With only a single launcher of five cumbersome torpedoes, she cannot be expected to reliably make use of them. That is not to say that they are completely useless. Rather, they simply fall steeply short when compared to the usability of equal tiered destroyer torpedoes. For one, the rate at which they reload can be disadvantageous at 122 seconds. In addition, they move at an uninspiring 55 knots. In short, this is the torpedo armament given to the [[Ship:Benson|''Benson'']], sans a torpedo launcher. +However, all is not sunshine and roses with ''Kidd'', as her primary fault is rather glaring: the lack of an effective torpedo armament. With only a single rack of five cumbersome torpedoes, she cannot be expected to reliably make use of them. That is not to say that they are completely useless; rather, they simply fall short when compared to the usability of other equal-tiered destroyer torpedoes. It takes a whopping 122 seconds for them to reload; additionally, they move at an uninspiring 55 knots. In short, ''Kidd''’s torpedo armament is the same as ''[[Benson]]'', minus one whole launcher.
  
?In playstyle, the ''Kidd'' can most closely be likened to the [[Ship:Sims|''Sims'']]. They greatly resemble each other, taking up a primary role of gunboating and hunting down enemy destroyers while having the {{Defensive AA Fire}} consumable to discourage enemy Aircraft Carrier strikes. Playing the ''Kidd'' in a scouting or hunter/killer role will prove greatly rewarding, as she is greatly suited to the front line of combat. If taking capture points is the name of the game, then the ''Kidd'' might be one of the most frightening things to come across with her {{Repair Party}} consumable allowing her to heal a portion of damage taken and engage in brutal destroyer on destroyer knife fights with a distinct edge. +In playstyle, ''Kidd'' can most closely be likened to ''[[Sims]]''. They greatly resemble each other, taking up a primary role of a gunboat that hunts down enemy destroyers, while having the {{Defensive AA Fire}} consumable to discourage enemy carrier strikes. Playing ''Kidd'' in a scouting or hunter/killer role will prove greatly rewarding, as she is best suited to the front line of combat. If taking capture points is the name of the game, then ''Kidd'' might be one of the most frightening things to come across with her {{Repair Party}} consumable allowing her to heal a portion of damage taken and engage in brutal destroyer-on-destroyer knife fights with an edge that no other Tier VIII destroyer can match.
 + 
 +{{AnnoWiki|content=
 +'''[https://forum.worldofwarships.com/topic/142246-premium-ship-review-uss-kidd/ LittleWhiteMouse's Premium Ship Review: USS Kidd] from the NA forums.'''}}
  
 |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. -->
?* +* Large health pool for a Tier VIII destroyer, trailing only German ''[[Z-23]]'' and Japanese ''[[Akizuki]]'' (and slightly ahead of Russians ''[[Kiev]]'' and ''[[Ognevoi]]'').
?* +* Excellent main battery guns feature fast traverse, quick rate of fire, and decent firing range.
?* +* Only American destroyer with access to {{Repair Party}}, giving her a clear edge in survivability when facing other destroyers.
?* +* Very good anti-air capabilities, even without equipping {{Defensive AA Fire}}.
 +* Very low detection radius when kitted out with appropriate upgrades and commander skills.
 +* Higher top speed than her tier 9 sister, ''[[Fletcher]]'' (38 knots vs 36.5 knots)
  
 |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. -->
?* +* Has only one torpedo launcher with a long reload; it is difficult to consistently deal high burst damage to enemy capital ships.
?* +* Torpedoes are identical to Fletcher's stock ones; 55 knots with 9.2 km range
?* +* Sluggish maneuverability; ''Kidd'' has a worse turning radius and rudder shift time than tech tree counterpart ''[[Benson]]''.
?* +* Relies on spotting damage, capping, and bullying other destroyers to earn credits and experience.
 +* Shell velocity makes landing main battery rounds at long range difficult.
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
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 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#AA_Guns_Modification.C2.A02|AA Guns Modification 2]]+* '''Slot 2''': {{Propulsion Modification 1}}<nowiki>*</nowiki>
?*'''Slot 4''': [[Ship:Upgrades#Propulsion_Modification.C2.A01|Propulsion Modification 1]]<nowiki>*</nowiki>+* '''Slot 3''': {{AA Guns Modification 1}}
?*'''Slot 5''': [[Ship:Upgrades#Steering_Gears_Modification.C2.A02|Steering Gears Modification 2]]+* '''Slot 4''': {{Steering Gears Modification 2}}<nowiki>*</nowiki>
?*'''Slot 6''': [[Ship:Upgrades#Concealment_System_Modification.C2.A01|Concealment System Modification 1]]+* '''Slot 5''': {{Concealment System Modification 1}}
? +
  
?'''Upgrade Slot 4''' allows players to mount [[Ship:Upgrades#Defensive_AA_Fire_Modification.C2.A01|Defensive AA Fire Modification 1]], a special upgrade which boosts the duration of the {{Defensive AA Fire}} consumable by 20%. This is a useful upgrade to mount when fully specializing for AA duties.+'''Slot 2''' allows players to mount {{Defensive AA Fire Modification 1}}, a special upgrade which boosts the duration of the {{Defensive AA Fire}} consumable by 20%. This is a useful upgrade to mount when fully specializing for an '''Anti-Aircraft Build'''. {{Propulsion Modification 2}} is also a viable choice for '''Slot 4'''.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?Key skills for ''{{#var:ship_name}}'' commanders include most common Destroyer captain skills, such as Last Stand, Adrenaline Rush, Survivability Expert, and Concealment Expert. With only a single torpedo launcher, ''Kidd'' is not well suited to a torpedo build, so torpedo-related captain skills are less useful for her. ''Kidd'' can be specialized for AA using Basic Firing Training, Advanced Firing Training, and Manual Fire Control for AA Armament.+Key skills for ''{{#var:ship_name}}'' commanders include most common destroyer captain skills, such as Last Stand, Adrenaline Rush, Survivability Expert, and Concealment Expert. With only a single torpedo launcher, ''Kidd'' is not well suited to a torpedo build, so torpedo-related captain skills are less useful for her. ''Kidd'' can be specialized for an '''Anti-Aircraft Build''' by investing in a mix of Basic Firing Training, Advanced Firing Training, or Manual Fire Control for AA Armament.
  
 {{Commander Skills {{Commander Skills
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 | Preventative Maintenance = 1 | Preventative Maintenance = 1
 | Expert Loader =  | Expert Loader =
?| Aircraft Servicing Expert = +| Air Supremacy =
?| Direction Center for Catapult Aircraft = +| Direction Center for Fighters =
?| Dogfighting Expert = +| Improved Engine Boost =
 | Incoming Fire Alert = 1 | Incoming Fire Alert = 1
?| Evasive Maneuver = +| Last Gasp =
  
 | High Alert = 2 | High Alert = 2
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 | Torpedo Acceleration = 1 | Torpedo Acceleration = 1
 | Smoke Screen Expert = 1 | Smoke Screen Expert = 1
?| Expert Rear Gunner = +| Improved Engines =
 | Adrenaline Rush = 3 | Adrenaline Rush = 3
 | Last Stand = 3 | Last Stand = 3
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 | Survivability Expert = 3 | Survivability Expert = 3
 | Torpedo Armament Expertise = 1 | Torpedo Armament Expertise = 1
?| Emergency Takeoff = +| Aircraft Armor =
 | Basic Firing Training = 2 | Basic Firing Training = 2
 | Superintendent = 3 | Superintendent = 3
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 | Fire Prevention =  | Fire Prevention =
 | Inertia Fuse for HE Shells = 1 | Inertia Fuse for HE Shells = 1
?| Air Supremacy = +| Sight Stabilization =
 | Advanced Firing Training = 2 | Advanced Firing Training = 2
 | Manual Fire Control for AA Armament = 1 | Manual Fire Control for AA Armament = 1
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 * '''Slot 3:''' {{Repair Party}} * '''Slot 3:''' {{Repair Party}}
 * '''Slot 4:''' {{Engine Boost}} '''or''' {{Defensive AA Fire}} * '''Slot 4:''' {{Engine Boost}} '''or''' {{Defensive AA Fire}}
? 
  
 Mounting {{Defensive AA Fire}} is recommended over mounting {{Engine Boost}} to help shoot down or deter enemy aircraft nearby.  Mounting {{Defensive AA Fire}} is recommended over mounting {{Engine Boost}} to help shoot down or deter enemy aircraft nearby.
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 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?The ''{{#var:ship_name}}'', as a destroyer with great anti-aircraft firepower, can utilize many of the combat signal flags to its advantage. November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) can be mounted to further boost the ''{{#var:ship_name}}'''s anti-aircraft firepower, while signal flags such as India X-Ray ({{India X-Ray|Size=18px}}), Victor Lima ({{Victor Lima|Size=18px}}), and Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}) boosts the strength of her main batteries and torpedoes. November Foxtrot ({{November Foxtrot|Size=18px}}) and Sierra Mike ({{Sierra Mike|Size=18px}}) are standard fare for most destroyers, however unlike most destroyers the ''{{#var:ship_name}}'' can make use of India Delta ({{India Delta|Size=18px}}) flags as she is one of the few destroyers in the game with the {{Repair Party}} consumable. Finally, Juliet Charlie ({{Juliet Charlie|Size=18px}}) is an option for captains that want to prevent an unfortunate early exit to port via detonation. +As a destroyer with great anti-aircraft firepower, ''{{#var:ship_name}}'' can utilize a variety of combat signal flags to her advantage. November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) can be mounted to further boost ''{{#var:ship_name}}''’s anti-aircraft firepower, while signal flags such as India X-Ray ({{India X-Ray|Size=18px}}), Victor Lima ({{Victor Lima|Size=18px}}), and Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}) boost the strength of her main battery guns and torpedoes. November Foxtrot ({{November Foxtrot|Size=18px}}) and Sierra Mike ({{Sierra Mike|Size=18px}}) are standard fare for most destroyers, however unlike most destroyers ''{{#var:ship_name}}'' can make use of India Delta ({{India Delta|Size=18px}}) flags as she is one of the few destroyers in the game with the {{Repair Party}} consumable. Finally, Juliet Charlie ({{Juliet Charlie|Size=18px}}) is a recommended option for captains concerned about an unfortunate early exit to port via detonation.
  
?As the ''{{#var:ship_name}}'' is a premium ship, the economic and special signal flags can be mounted to further boost the economic and experience gains of the ship. +As ''{{#var:ship_name}}'' is a premium ship, the economic and special signal flags can be mounted to further boost the economic and experience gains of the ship.
  
 {{Signal Flags {{Signal Flags
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 File:KiddTirpitz.jpg|''Kidd'' challenges the mighty ''[[Tirpitz]]''. File:KiddTirpitz.jpg|''Kidd'' challenges the mighty ''[[Tirpitz]]''.
 File:KiddTirpitz2.jpg File:KiddTirpitz2.jpg
 +File:PCEE162_Kidd_Flag.png|[[Ship:Flags#List_of_Ship_Flags|Flag]] of USS ''Kidd''. Given to players who purchased a special bundle containing ''Kidd''.
 </gallery> </gallery>
  
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 <h2>USS ''Kidd'', 1945</h2> <h2>USS ''Kidd'', 1945</h2>
 ====Construction==== ====Construction====
?:Builder: :Federal Shipbuilding and Drydock Company;<br>&nbsp;&nbsp;&nbsp;Kearny, New Jersey+:Builder: Federal Shipbuilding and Drydock Company;<br>&nbsp;&nbsp;&nbsp;Kearny, New Jersey, USA
 :Laid down: 16 October 1942 :Laid down: 16 October 1942
 :Launched: 23 February 1943 :Launched: 23 February 1943
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 ===Design=== ===Design===
?As the first class of destroyers produced by a wartime United States, the ''Fletcher''-class was seen as a logical progression from the pre-war designs. Gibbs-and-Cox, took their experience in designing the previous ''[[Benson]]'' and ''Gleaves''-class, and sought to rectify the deficiencies in both design. Coming in at above 1500 tonnes, the previous designs failed to meet the armament requirement of five 5-inch guns and 10 torpedo tubes; they were seen as too small and top heavy. Time would prove their third creation to be a war-winner; the mettle and venerability of the ''Fletchers'' were displayed during the gruelling combat in the Pacific campaign. +As the first class of destroyers produced by a wartime United States, the ''[[Fletcher]]''-class was seen as a logical progression from the pre-war designs. The design firm of Gibbs and Cox took their experience in designing the previous ''[[Benson]]'' and ''Gleaves'' classes and sought to rectify the deficiencies in both designs. Coming in above 1,500 tons, the previous designs failed to meet the armament requirement of five (5) 5-inch guns and ten (10) torpedo tubes; they were seen as too small and top heavy. History would prove their third creation to be a war-winner; the mettle and venerability of the ''Fletchers'' were displayed regularly during the grueling combat of the Pacific campaign in World War II.
  
?''Fletcher''-class were the first destroyers in the Navy that exceeded 2000 tonnes displacement. A change from previous design practice, ''Fletchers'' had flush-decks, as opposed to the raised forecastle design seen on the ''Benson''-class. This increased her length but decreased her freeboard. Overall this was considered a very structurally sound and seaworthy design. Additionally —unique to ''Fletcher''-class ships built later in World War II (such as USS ''Kidd'') — the superstructure design was altered: it was of a lower height with a flat-face and bridge, as opposed to the traditional rounded-tower design. +The ''Fletcher''-class ships were the first destroyers in the US Navy to exceed 2,000 tons displacement. In a change from previous design practice, ''Fletchers'' had flush decks as opposed to the raised forecastle design seen on the ''Benson class''. This increased her length but decreased her freeboard and improved her handling; overall, the ''Fletcher'' class was considered a very structurally sound and seaworthy design. An interesting design choice to note: early build ''Fletchers'' had a taller, rounded-tower superstructure design – as seen on the in-game model for ''Fletcher'' – whereas late-build ''Fletchers'' (such as ''Kidd'') had a superstructure that was lower in height with a flat-faced bridge.
  
?In order to maintain the 38 knot speed regardless of the increase in tonnage, new propulsion machinery was used: boilers that were 20-30% more efficient and turbines that were 20% more powerful than predecessors. Ultimately a third of the internal space was consumed by propulsion machinery in a unique configuration. The forward boiler and turbine room were separated from the rear boiler and engine room via watertight bulkheads. Each individual segment ran the port and starboard propulsion screws, respectively. This configuration resulted in greater machine survivability from combat damage. +In order to maintain the 38 knot speed despite the increase in tonnage, new propulsion machinery was utilized: boilers that were 20-30% more efficient and turbines that were 20% more powerful than predecessors were installed. Ultimately, a third of the internal space was consumed by propulsion machinery in a unique configuration. The forward boiler and turbine room were separated from the rear boiler and engine room via watertight bulkheads. Each individual segment ran the port and starboard propulsion screws, respectively. This configuration resulted in greater survivability of the machinery spaces when dealing with combat damage.
  
?As required by US Navy specifications, each ''Fletcher'' class ship was able to mount five (5) 5-inch guns in single, enclosed dual-purpose mounts; two guns forward, two guns rear, and one amidships. All turrets were controlled by Mark 37 and Mark 22 Fire Directors. Feeding information to the gun computer, the main battery could all be remotely controlled if required. Furthermore, the class got to implement SG surface radar and "Variable-Time" proximity fuses — both novelties to the Navy — that allowed effective engagement of both surface and air threats.+As required by U.S. Navy specifications, each ''Fletcher'' class ship was able to mount five (5) 5-inch guns in single, enclosed, dual-purpose mounts; two guns forward, two guns rear, and one amidships. All turrets were controlled by Mark 37 and Mark 22 fire directors. Feeding information to the gun computer, the main battery could all be remotely controlled if required. Furthermore, the class got to implement SG surface radar and "Variable-Time" proximity fuses — both novelties to the Navy — that allowed effective engagement of both surface and air threats.
  
?For greater anti-ship capabilities, the class was able to mount 10 torpedoes in 2 quintuple-mount launchers amidships; the heaviest torpedo broadside of any USN destroyer at the time. By also carrying depth launchers in conjunction with anti-submarine sonar, Fletchers were able to combat submarines. +Learning from the experience of Pearl Harbor, the Navy decided to invest in heavier anti-aircraft armament. After seeing their effectiveness during the Spanish Civil War, the Navy's Bureau of Ordnance (BuOrd) arranged manufacturing licences for Oerlikon 20mm and Bofors 40mm cannons. Anti-aircraft armament was constantly being changed throughout the war; for instance, the average ''Fletcher''-class destroyer was armed with seven (7) 20mm and ten (10) 40mm AA guns for most of their time in the Pacific.
  
?Learning from the experience of Pearl Harbor, the Navy decided to invest in heavier anti-aircraft armament. After seeing their effectiveness during the Spanish Civil War, the Navy's Bureau of Ordnance (BuOrd) arranged manufacturing licences for Oerlikon 20mm and Bofors 40mm cannons; Anti-aircraft armament was constantly being changed throughout the war.+Finally, the class was able to mount ten (10) torpedoes in two quintuple-tube launchers amidships, the heaviest torpedo broadside of any U.S. Navy destroyer at the time. By also carrying depth charge launchers in conjunction with anti-submarine sonar, ''Fletchers'' were well-equipped to conduct anti-submarine operations as well. Overall, the class was armed with a plethora of tools to combat a myriad of threats.
  
?In light of the mounting ferocity and desperation of Japanese kamikaze attacks against US carrier strike groups late into the Pacific campaign, the Navy saw it fit to increase anti-aircraft potency in picket ships however possible. In 1945, about 55 ''Fletcher''-class destroyers – such as USS ''Kidd'' – had their forward torpedo tubes removed to install an anti-aircraft platform mounting two quad-barrel 40mm. In addition to three dual-barrel emplacements, the total was brought up to fourteen 40mm AA guns. Furthermore, the seven single-barrel 20mm were replaced with six dual-barrel emplacements, bringing the total up to twelve 20mm AA guns.+In light of the mounting ferocity and desperation of Japanese kamikaze attacks against US carrier strike groups late into the Pacific campaign, the Navy saw it fit to increase anti-aircraft potency in picket ships however possible. In 1945, about 55 ''Fletcher''-class destroyers – including ''Kidd'' – had their forward torpedo tubes removed to install an anti-aircraft platform mounting two quad-barrel 40mm. In addition to the three existing dual-barrel 40mm emplacements, the total was brought up to fourteen (14) 40mm AA guns. Furthermore, the seven (7) single-barrel 20mm were replaced with six dual-barrel emplacements, bringing the total up to twelve (12) 20mm AA guns.
  
?Overall, the class were equipped with a plethora of tools to combat a myriad of threats and seen as a flexible platform that can adapt to changing needs.+In the end, 175 ''Fletchers'' were produced from 11 shipyards throughout the United States. USS ''Kidd'' (DD-661) was the 133rd ''Fletcher''-class destroyer to be produced, named after Rear Admiral Isaac C. Kidd (killed in action during the sinking of his flagship USS ''[[Arizona]]'' on 7 December 1941). With the sponsorship of Admiral Kidd's widow, Federal Shipbuilding and Dry Dock Co. in Kearny, New Jersey built the namesake destroyer; she was laid down on 16 October 1942 and launched on 28 February 1943.
? +
?In the end, 175 Fletchers were produced from 11 shipyards throughout the country. USS ''Kidd'' (DD-661) was the 133rd ''Fletcher''-class destroyer to be produced, named after RAdm. Isaac C. Kidd; KIA during the sinking of his flagship USS ''[[Arizona]]'' in 1941. With the sponsorship of Mrs. Kidd, Federal Shipbuilding and Dry Dock Co. in Kearny, New Jersey built the namesake destroyer; launched 28 February 1943. +
  
 ===Service=== ===Service===
?''Torps? Where we're going, we don't need torps.''+USS ''Kidd'' (DD-661) was commissioned into the United States Navy eight weeks later on 23 April 1943. Following her shakedown, she cruised the Atlantic and Caribbean before departing to the Pacific as part of the escorting fleet of USS ''[[Alabama]]'' (BB-60) and USS ''South Dakota'' (BB-57) in August 1943. Shortly after she arrived at Pearl Harbor, she was tasked with escorting aircraft carriers to Wake Island until early October. Come mid-October, ''Kidd'' joined a formidable task force set to strike Rabaul and support the landings at Bougainville. During this time in the dangerous southern islands, ''Kidd'' broke off from her formation to rescue the crew of a plane launched from USS ''[[Essex]]'' (CV-9). While she was recovering the air crew, a mass of Japanese planes fell on her in an attempt to sink her while she was isolated. Her AA guns lit up the skies, shooting down three Japanese planes and successfully completing the rescue without taking damage. ''Kidd'' remained in the southeastern Pacific screening Allied ships and bombarding shorelines before returning to Pearl Harbor by early December, where she remained through the New Year.
 + 
 +By 11 January 1944, ''Kidd'' was back at sea, sailing for the Marshall Islands to screen the assaulting American forces. From March through April, ''Kidd'' guarded an airstrip under construction on the island of Emirau, later supporting operations off New Guinea. She fought in the Marianas campaign from June through July, bombarding Guam for impending invasion. Following some hard months of service, ''Kidd'' returned to Pearl Harbor for repairs in late August 1944. She departed Pearl by the 15 September, arriving at the Manus by early October. From there, she joined the gigantic Philippines invasion fleet, entering Leyte Gulf on 20 October. During the initial stages of the invasion, she screened landings and provided fire support across the Philippines, before returning to Mare Island, California (via New Guinea), arriving there on Christmas Day 1944.
 + 
 +''Kidd''’s next sortie came on 19 February 1945, as she joined Task Force 58 on their way to Okinawa. ''Kidd'' screened Allied ships, protected landings, bombarded key targets ashore, rescued down pilots, protected heavily-damaged USS ''Franklin'' (CV-13) and shot down kamikazes. While defending a picket station in early April 1945, ''Kidd'' along with her division mates USS ''[[Black]]'' (DD-666), USS ''Bullard'' (DD-660) and USS ''Chanucey'' (DD-667) repelled three air raids on their position. After the third raid, a single Japanese plane crash-landed on her deck, killing 38 men and wounding 55. Damaged and down on manpower, she returned slowly to Pearl Harbor for repairs, transferring all the way back to San Diego on 24 September 1945 for deactivation following the end of World War II. She was decommissioned on 10 December 1946 and entered the Pacific Reserve Fleet.
 + 
 +It was to be a brief respite. ''Kidd'' re-joined the active United States Navy a mere five years later with the outbreak of the Korean War. Following re-activation protocols, ''Kidd'' was recommissioned on 28 March 1951, setting sail for the Western Pacific. She arrived in Yokosuka, Japan by 15 July, joining Task Force 77. Her first actions were patrols off the southern Korean coast, until she was re-located to the eastern coast of the Korean peninsula. From October 1951 to January 1952, ''Kidd'' bombarded targets of opportunity along the coastline, until she was ordered to return to San Diego, arriving there on 6 February 1952. She returned to Korea by mid-September that year, patrolling off the North Korean coast after truce talks began. She remained stationed off Korea until she was to return to San Diego, via Midway and Pearl Harbor, for an overhaul, reaching San Diego at last on 20 March 1953.
 + 
 +''Kidd'' remained in active service until 1964, sailing across the Pacific and visiting ports in Japan, Okinawa, Hong Kong, the Philippines, and Australia. In 1960, she was transferred to the Atlantic Fleet, cruising the Caribbean and the Atlantic. By mid-June 1964, ''Kidd'' was decommissioned and joined the Atlantic Reserve Fleet, berthing at Philadelphia. In 1982, ''Kidd'' became one of three ''[[Fletcher]]''-class ships chosen to be preserved as wartime memorials. She was towed from Philadelphia to Baton Rouge, Louisiana, where, on 23 May 1982, she was transferred to the custody of the Louisiana Naval War Memorial Commission and became a [https://www.usskidd.com/ military museum ship]. ''Kidd'' is the only preserved U.S. Navy destroyer to retain her World War II appearance, as she has slowly been restored back to her August 1945 configuration (a process that took nearly 15 years of hard work by volunteers and a variety of equipment donations).
 + 
 +''Kidd'' is famous today for her excellent state of preservation and maintenance, and frequently hosts events on her decks. Her special mooring configuration accounts for the drastic seasonal variations in the depth of the Mississippi River, allowing her to float freely in spring and summer when the river runs high, and resting her gently on a series of blocks that support her keel when the river level drops in fall and winter.
  
 |HistoricalGallery=<!-- write below list of files with description (if necessary) separated with | --><gallery> |HistoricalGallery=<!-- write below list of files with description (if necessary) separated with | --><gallery>
?File:USS Kidd 2015.jpg|The USS ''Kidd'' (DD-661) on its dry-dock platform in Baton Rouge, February 2015.+File:Kidd_patch.jpg|Ship's emblem of USS ''Kidd''.
?File:USS Kidd (DD-661) at Baton Rouge on dock 2008.jpg|USS ''Kidd'' resting on dry-dock.+File:Kidd2.jpg|USS ''Kidd'' (DD-661) as she appeared early in her career, circa 1943 or 1944.
?File:USS Kidd DD-661 dropping depth charge NAN9-58.jpg|USS ''Kidd'' dropping depth charges.+File:Kidd4.jpg|''Kidd'' anchored at Roi, Kwajalein, 1944.
 +File:Kidd5.jpg|''Kidd'' off Mare Island, California, 8 February 1945. She was in overhaul at Mare Island from 25 Dececember 1944 until 11 February 1945.
 +File:Kidd1.jpg|''Kidd'', circa 1950, location unknown.
 +File:Kidd3.jpg|''Kidd'' underway at the time she was recommissioned for Korean War service, circa March 1951.
 +File:USS Kidd DD-661 dropping depth charge NAN9-58.jpg|USS ''Kidd'' dropping depth charges during maneuvers in 1958.
 +File:Kidd_today.jpg|''Kidd'' as she appears today, as a museum ship in Baton Rouge, Louisiana.
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Revision as of 10:28, 18 July 2019

Kidd
Kidd_wows_main.jpg
Destroyer | U.S.A. | Tier VIII
Tech Tree Position
Kidd_icon_small.png
General
Purchase price9,100 Doubloons
Hit Points16,700 
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 Range12.1 km.
Maximum Dispersion105 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 Mk151 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.24 mount6 х 2 pcs.
. . . Average Damage per Second36.6 
. . . Firing Range2.01 km.
40 mm/56 Bofors on a Mk.2 mount2 х 4 pcs.
. . . Average Damage per Second31.8 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed38 knot
Turning Circle Radius620 m.
Rudder Shift Time3.9 sec.
Concealment
Surface Detectability Range7.16 km.
Air Detectability Range3.29 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VIII
Ship_PASD508_Kidd.png
9,100

Kidd — American premium Tier VIII destroyer.

A Fletcher-class destroyer that has powerful anti-aircraft armament and a high speed. In May 1945, she was modernized to receive enhanced AA armament by removing her forward torpedo launcher.

USS Kidd is now preserved as a military museum ship in Baton Rouge, Louisiana. She was first released for sale worldwide on 10 November 2017.

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 mount185.31051,80052,100 00
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)
Kidd16,700132056/3/2/51 00
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 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk8 mod. 10 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 60,000 hp38 00

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

Player Opinion

Performance

Kidd plays like the love-child of Fletcher, Benson, and Sims. Hull-wise, she is a Fletcher-class destroyer, with the guns of her Tier IX parent. However, unlike Fletcher, Kidd fulfills a more niche role and plays similarly to Sims. She also has a single launcher of Benson torpedoes, completing the composition of this Frankenstein-esque Tier VIII premium destroyer.

Having the hull of a Fletcher-class destroyer, Kidd gains access to a rather impressive array of anti-aircraft armament and the Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable. Fully committing to an Anti-Aircraft Build will cause Kidd to become a respectable opponent for enemy aircraft carriers (or, more precisely, a target to be actively avoided). Even without fully investing in the skill and modules for AA firepower, triggering Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. will cause no small amount of concern to enemy planes. In addition, Kidd has all the firepower of Tier IX's Fletcher, boasting five (5) fast-firing 127mm guns; perfect for the role of decimating enemy destroyers or severely annoying larger surface ships. She's also uniquely equipped with the Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable, adding to the survivability afforded by her relatively large health pool.

Maneuverability wise, Kidd straddles a line between the Benson and Fletcher: she is faster than the latter, but not as fast as the former. Her rudder shift is slightly better than that found on either ship, but she has a wider turning circle. Her concealment is on par with both ships, and her health pool sits in the middle between the two.

However, all is not sunshine and roses with Kidd, as her primary fault is rather glaring: the lack of an effective torpedo armament. With only a single rack of five cumbersome torpedoes, she cannot be expected to reliably make use of them. That is not to say that they are completely useless; rather, they simply fall short when compared to the usability of other equal-tiered destroyer torpedoes. It takes a whopping 122 seconds for them to reload; additionally, they move at an uninspiring 55 knots. In short, Kidd’s torpedo armament is the same as Benson, minus one whole launcher.

In playstyle, Kidd can most closely be likened to Sims. They greatly resemble each other, taking up a primary role of a gunboat that hunts down enemy destroyers, while having the Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable to discourage enemy carrier strikes. Playing Kidd in a scouting or hunter/killer role will prove greatly rewarding, as she is best suited to the front line of combat. If taking capture points is the name of the game, then Kidd might be one of the most frightening things to come across with her Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable allowing her to heal a portion of damage taken and engage in brutal destroyer-on-destroyer knife fights with an edge that no other Tier VIII destroyer can match.


Pros:

  • Large health pool for a Tier VIII destroyer, trailing only German Z-23 and Japanese Akizuki (and slightly ahead of Russians Kiev and Ognevoi).
  • Excellent main battery guns feature fast traverse, quick rate of fire, and decent firing range.
  • Only American destroyer with access to Repair PartyWhile active, restores a percentage of the ship's health points each second., giving her a clear edge in survivability when facing other destroyers.
  • Very good anti-air capabilities, even without equipping Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased..
  • Very low detection radius when kitted out with appropriate upgrades and commander skills.
  • Higher top speed than her tier 9 sister, Fletcher (38 knots vs 36.5 knots)

Cons:

  • Has only one torpedo launcher with a long reload; it is difficult to consistently deal high burst damage to enemy capital ships.
  • Torpedoes are identical to Fletcher's stock ones; 55 knots with 9.2 km range
  • Sluggish maneuverability; Kidd has a worse turning radius and rudder shift time than tech tree counterpart Benson.
  • Relies on spotting damage, capping, and bullying other destroyers to earn credits and experience.
  • Shell velocity makes landing main battery rounds at long range difficult.

Research

As a premium ship, Kidd doesn't have any upgrades to research.

Optimal Configuration

Upgrades

The recommended upgrades for Kidd are as follows:

Slot 2 allows players to mount Defensive AA Fire Modification 1 : +20% action time. / -10% cooldown time., a special upgrade which boosts the duration of the Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable by 20%. This is a useful upgrade to mount when fully specializing for an Anti-Aircraft Build. Propulsion Modification 1 (Reduces time to full speed: -50% to time for reaching full power. / Increases engine power when the ship starts moving.) is also a viable choice for Slot 4.

Commander Skills

Key skills for Kidd commanders include most common destroyer captain skills, such as Last Stand, Adrenaline Rush, Survivability Expert, and Concealment Expert. With only a single torpedo launcher, Kidd is not well suited to a torpedo build, so torpedo-related captain skills are less useful for her. Kidd can be specialized for an Anti-Aircraft Build by investing in a mix of Basic Firing Training, Advanced Firing Training, or Manual Fire Control for AA Armament.

Consumables

Kidd can equip the following consumables:

Mounting Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. is recommended over mounting Engine BoostWhile active, increases a ship's speed by a fixed percentage. to help shoot down or deter enemy aircraft nearby. 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.) are recommended for captains looking to improve the ship's survivability. Additionally, mounting Smoke Generator II (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) is recommended for the shortened cooldown time it offers.

Camouflage

As a premium ship, Kidd comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.

Signals

As a destroyer with great anti-aircraft firepower, Kidd can utilize a variety of combat signal flags to her advantage. 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.) can be mounted to further boost Kidd’s anti-aircraft firepower, while signal flags such as 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.), 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 Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) boost the strength of her main battery guns and torpedoes. November Foxtrot (-5% reload time on all consumables.) and Sierra Mike (+5% to the ship's maximum speed.) are standard fare for most destroyers, however unlike most destroyers Kidd can make use of India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) flags as she is one of the few destroyers in the game with the Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable. Finally, Juliet Charlie (-100% to the risk of your ship's magazine detonating.) is a recommended option for captains concerned about an unfortunate early exit to port via detonation.

As Kidd is a premium ship, the economic and special signal flags can be mounted to further boost the economic and experience gains of the ship.


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

Gallery

Historical Info

Historical Gallery

Video


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