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Lexington

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 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?Overall, ''Lexington'' is a strong Tier VIII aircraft carrier. She is fast — 33.6 knots — but she turns like a brick, and her huge size advertises her presence for miles around. Although she has a strong wing of aircraft, careful usage of her bomber aircraft is vital as the anti-aircraft power of most Tier VIII ships and above that she will encounter begins to be very competitive. The higher health pool of its planes will help immensely in survival and in attack potential. The CV itself has a large detection radius of 14.5k, so carful positioning behind islands and such is vital in survival.+Overall, ''Lexington'' is a strong Tier VIII aircraft carrier. She is fast — 33.6 knots — but she turns like a brick, and her huge size advertises her presence for miles around. Although she has a strong wing of aircraft, careful usage of her bomber aircraft is vital as the anti-aircraft power of most Tier VIII ships and above that she will encounter begins to be very competitive. The higher health pool of its planes will help immensely in survival and in attack potential. The CV itself has a large detection radius of 14.5k, so careful positioning behind islands and such is vital in survival.
  
 *Attack aircraft  *Attack aircraft
?You have two choices in upgrading attack planes: the HVAR 127mm rockets or the Tiny Tims. The HVAR 127mm have a HE pen of 32mm but launches the payloads more densely, making it easier to hit dds even when mistargeted. They somewhat less effective in attacking larger targets due to lack of penetration(ex. Izumo, GK, etc; useful for Republique, Alsace, most cruisers) and less damage(max 2000) then the Tiny Timsmax 5,400). The Tiny Tim are heavy rockets that hit hard(68mm pen) but only 6 rockets are launched. You'll have to aim carefully in order to be successful in hitting dds with these rockets. Hitting larger targets would be easier and more effective. But if you can hit dds with these, it will reward you greatly.+You have two choices in upgrading your attack planes: the HVAR 127mm rockets or the Tiny Tims. The HVARs have an HE pen of 32mm but launches the payloads more densely, making it easier to hit DDs even when mistargeted. They are somewhat less effective in attacking targets with a thick deck armour due to lack of penetration(ex. Izumo, GK, etc; useful for Republique, Alsace, most cruisers) and don't deal as much damage(max 2000) Then the have the Tiny Tims. The Tiny Tim are heavy rockets that hit hard(68mm of pen) but only 6 rockets are launched. You'll have to aim carefully in order to be successful in hitting dds with these rockets. It is best advised to use these against larger targets due to the innacuracy of the TTs. But if you are able to hit dds with these, it will reward you greatly.
  
 *Torpedo bombers *Torpedo bombers
?American torp planes aren't as good as IJN ones as they lack speed(35kts) and range(3.9k). However, you have more durable planes that allow you to drop your payload at a closer distance. When you upgrade to SB2C Helldivers, they drop 3 torps instead of 2: giving you more chances in succeeding the drop. Make sure you give enough lead as these are slow torps. +American torp planes aren't as good as IJN ones as they lack speed(35kts) and range(3.9k). However, they are able to deal more damage when all of them hit. They have a good amount of hp, which allows you to drop your payload at a closer distance. When you upgrade to SB2C Helldivers, they drop 3 torps instead of 2: giving you more chances in succeeding the drop. Closing the distance when attacking is recommended to maximize the damage and flood chance.
  
 *Dive bombers *Dive bombers
?You would want to use dive bombers to attack destroyers as attack rockets need time to aim, making it difficult to use them as soon as you spot enemy dds. They are also effective against all bbs and cruisers as you can use HE bombs to cause multiple fires. But beware of grouped ships as your bombers have to fly over them in order to drop their payload. Upgrading to SB2C Helldiver will increase your attacking flight from 2 to 3 and bombs you to drop 1 more bombs per payload(amounting to 6 bombs droped at a time).+They are effective against all BBs and cruisers as you can use HE bombs to cause multiple fires. They're not recommended to be used against DDs as they are not very accurate (unless the target is on low hp). Of course these being bombers, beware of going into a cluster of enemy ships if you fancy dropping your payload nearby them. Upgrading to the SB2C Helldiver will increase your attacking flight from 2 to 3 and bombs you to drop 1 extra bomb per payload(amounting to 6 bombs dropped at a time).
  
?Interestingly — perhaps in a nod to her battlecruiser origins — ''Lexington'' has a greater amount of armor than would be expected of a carrier, even retaining almost a proper armor belt. Captains should be advised, though, that while her armor may bounce the odd destroyer shell, it also means cruiser and battleship armor-piercing rounds have a greater chance of causing full penetration or citadels damage that would overpenetrate on softer targets.+Interestingly — perhaps in a nod to her battlecruiser origins — ''Lexington'' has a greater amount of armor than would be expected of a carrier, even retaining almost a proper armor belt. Captains should be advised, though, that while her armor may bounce the odd destroyer shell, it also means cruiser and battleship armor-piercing rounds have a greater chance of causing full penetration or citadel damage that would otherwise overpenetrate on softer targets.
  
 |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. -->
?* Excellent anti-aircraft suite.+* Planes have a decent healthpool
?* Planes with large health pools.+* Good plane restoration time
?* Matches the same speeds as cruisers of her tier.+* HVAR rockets have 33mm of penetration and are dropped in large amounts (24 per drop)
?* HE bombs highly effective against destroyers and ships of other types.+* Can equip Tiny Tim rockets with high alpha damage, penetration and fire chance
?* Finally gets the Tiny Tim rockets, allowing a higher damage ouput against large surface ships+* High alpha strike and fire chance with AN-M65 bombs, with six (6) bombs per drop
 +* Very powerful AA suite
 +* Excellent ship speed of 33 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. -->
?* Very easy to detect at 14.96 km.+* Massive ship with poor concealment
?* Strike planes can be quickly wrecked by enemy anti-aircraft fire at high tiers, particularly cruiser AA.+* Very large turn radius and slow rudder shift
?* Bad rudder shift time and turning circle radius.+* Torpedo bombers and dive bombers have poor speed
?* Armor is just thick enough to let incoming armor-piercing shells from an enemy battleship land as regular penetrations (or citadel hits) rather than over-penetrate. +* ''Lexington'''s hull is poorly armored, takes large amounts of damage from all sources
?* Secondaries are unreliable since she will be shot at way before the secondaries can even fire.+* Tiny Tims are inaccurate and only six of them are launched per attack run
?* Plane dropped torpedos lack range and damage compared to IJN counterpart.+
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?# Upgrade to SB2C Helldiver(Torpedo or HE bomber as one prefers). +# Upgrade to SB2C Helldiver (dive bombers, followed by torpedo bombers)
?# Upgrade to F4U-1D Corsair(Attack aircraft) : choose between HVAR 127mm(for anti-dd) or Tiny Tim(for anti-cruiser/BB).+# Upgrade to F4U-1D Corsair( Attack aircraft): choose between HVAR 127mm or Tiny Tim
?# Upgrade to Hull(B) for AA, CV health and rudder shift. +# Upgrade to Hull(B) for AA, CV health and rudder shift
 +# Proceed to the ''Midway''
  
 |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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 *'''Slot 1''': {{Air Groups Modification 1}} *'''Slot 1''': {{Air Groups Modification 1}}
 *'''Slot 2''': {{Aircraft Engines Modification 1}} *'''Slot 2''': {{Aircraft Engines Modification 1}}
?*'''Slot 3''': {{Torpedo Bombers Modification 1}} or {{Attack Aircraft Modification 1}}+*'''Slot 3''': {{Aerial Torpedoes Modification 1}}
?*'''Slot 4''': {{Bombers Modification 2}} or {{Torpedo Bombers Modification 2}}+*'''Slot 4''': {{Bombers Modification 2}}
 *'''Slot 5''': {{Flight Control Modification 1}} *'''Slot 5''': {{Flight Control Modification 1}}
  
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 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
  
?{{Commander Skills+{{Commander Skills 2
?| Priority Target = 1+| rating11 = <!-- Priority Target -->
?| Preventative Maintenance = +| rating12 = 0 <!-- Preventive Maint -->
?| Expert Loader = +| rating13 = 0 <!-- Expert Loader -->
?| Air Supremacy = 3+| rating14 = 3 <!-- Air Supremacy -->
?| Direction Center for Catapult Aircraft = +| rating15 = <!-- Direction Center for Fighters -->
?| Improved Engine Boost = 2+| rating16 = 2 <!-- Improved Engine Boost -->
?| Incoming Fire Alert = +| rating17 = 0 <!-- Incoming Fire Alert -->
?| Last Gasp = 2+| rating18 = 2 <!-- Last Gasp -->
  
?| High Alert = 1+| rating21 = 0 <!-- High Alert -->
?| Jack of All Trades = +| rating22 = <!-- Jack of All Trades -->
?| Expert Marksman = +| rating23 = 0 <!-- Expert Marksman -->
?| Torpedo Acceleration = 2+| rating24 = 3 <!-- Torpedo Acceleration -->
?| Smoke Screen Expert = +| rating25 = 0 <!-- Smoke Screen Expert -->
?| Improved Engines = 3+| rating26 = 3 <!-- Improved Engines -->
?| Adrenaline Rush = +| rating27 = 1 <!-- Adrenaline Rush -->
?| Last Stand = +| rating28 = 0 <!-- Last Stand -->
  
?| Survivability Expert = +| rating31 = <!-- Basics of Survivability -->
?| Basics of Survivability = 1+| rating32 = 3 <!-- Survivability Expert-->
?| Torpedo Armament Expertise = 2+| rating33 = 0 <!-- Torpedo Armament Expertise-->
?| Aircraft Armor = 3+| rating34 = 3 <!-- Aircraft Armor -->
?| Basic Firing Training = 1+| rating35 = <!-- Basic Firing Training -->
?| Superintendent = +| rating36 = <!-- Superintendent -->
?| Demolition Expert = +| rating37 = 1 <!-- Demolition Expert -->
?| Vigilance = +| rating38 = 0 <!-- Vigilance -->
  
?| Manual Fire Control for Secondary Armament = +| rating41 = 0 <!-- Manual Fire Control for Secondary Armament -->
?| Fire Prevention = +| rating42 = <!-- Fire Prevention -->
?| Inertia Fuse for HE Shells = +| rating43 = 0 <!-- Inertia Fuse for HE Shells -->
?| Sight Stabilization = 3+| rating44 = 2 <!-- Sight Stabilization -->
?| Advanced Firing Training = +| rating45 = <!-- Advanced Firing Training -->
?| Manual Fire Control for AA Armament = +| rating46 = 0 <!-- Massive AA Fire -->
?| Radio Position Finding = +| rating47 = 0 <!-- Radio Position Finding -->
?| Concealment Expert = 2+| rating48 = 3 <!-- Concealment Expert -->
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
 ''{{#var:ship_name}}'' has access to the following consumables:  ''{{#var:ship_name}}'' has access to the following consumables:
?* '''Slot 1:''' {{Damage Control Party}}+* '''Slot 1:''' {{Damage Control Party}} unlimited
?* '''Slot 2:''' {{Fighter 1}}+* '''Slot 2:''' {{CAP Fighter}} 4
 All aircraft carrier consumables are automatically activated.  All aircraft carrier consumables are automatically activated.
?'''Attack Aircraft:'''+<br />'''Attack Aircraft:'''
?* '''Slot 1:''' {{Engine Cooling}}+* '''Slot 1:''' {{Engine Cooling}} 2
?* '''Slot 2:''' {{Patrol Fighters}}+* '''Slot 2:''' {{Patrol Fighter}} 3
  
 '''Torpedo Bombers:''' '''Torpedo Bombers:'''
?* '''Slot 1:''' {{Engine Cooling}}+* '''Slot 1:''' {{Engine Cooling}} 2
?* '''Slot 2:''' {{Patrol Fighters}}+* '''Slot 2:''' {{Patrol Fighter}} 3
?* '''Slot 3:''' {{Repair}}+* '''Slot 3:''' {{In-flight Repair}} 3
  
 '''Bombers:''' '''Bombers:'''
?* '''Slot 1:''' {{Engine Cooling}}+* '''Slot 1:''' {{Engine Cooling}} 2
?* '''Slot 2:''' {{Patrol Fighters}}+* '''Slot 2:''' {{Patrol Fighter}} 3
  
  
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 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?India Delta ({{India Delta}}) increases the HP recovery of Torpedo bombers when its repair party is active.+In the past, all carriers could only mount at most four signals at a time. This is not longer the case, ''{{#var:ship_name}}'' can mount 8 total Signals.
 + 
 +As a carrier, ''{{#var:ship_name}}'' has no risk of detonating. As such, the signal ({{Juliet Charlie|Size=18px}}) should be disregarded for this ship.
 + 
 +Players should mount Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}) for 50% XP gain, Zulu Hotel ({{Zulu Hotel|Size=18px}}) for 50% Commander XP gain, November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) increased AA damage, Mike Yankee Soxisix ({{Mike Yankee Soxisix|Size=18px}}) secondary battery range & firing buff, Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}) flooding chance increase (Very useful), India-X-Ray ({{India X-Ray|Size=18px}}) fire chance increase, Victor Lima ({{Victor Lima|Size=18px}}) large fire & flooding chance increase, and India Yankee ({{India Yankee|Size=18px}}) for faster fire dissipation.
 + 
 +These signals are to buff the ship performance while gaining a fair bonus of XP.
  
?Players should mount Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}), Zulu Hotel ({{Zulu Hotel|Size=18px}}), November Echo Setteseven ({{November Echo Setteseven|Size=18px}}), and Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}). Players can also choose to equip the Dragon Flag ({{Dragon Flag|Size=18px}}) for faster commander (re)training. +Players can also choose to equip the Dragon Signal ({{Dragon Flag|Size=18px}}) instead of Zulu Hotel ({{Zulu Hotel|Size=18px}}) signal the for faster commander (re)training.
  
 +Having a high leveled Captain while playing Carrier can give you an edge over other Captains.
  
 {{Signal Flags {{Signal Flags
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 File:SexyLexy.jpg File:SexyLexy.jpg
 File:LexAtPort.jpg File:LexAtPort.jpg
?File:Lexington_fire_and_ice.jpg|Fire anc Ice camo for Lexington from the Alexander Ovechkin collaboration in 2018+File:Lexington_fire_and_ice.jpeg|Fire and Ice camo for Lexington from the Alexander Ovechkin collaboration in 2018
 +File:Lexington Nobillium.png|USS Lexington in the Nobilium camouflage as appeared in the 2018 Halloween scenario "Sunray in the Darkness".
 </gallery> </gallery>
  
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 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +# [https://en.wikipedia.org/wiki/USS_Lexington_(CV-2) USS ''Lexington'' (CV-2) - Wikipedia]
 +# [https://en.wikipedia.org/wiki/Lexington-class_aircraft_carrier ''Lexington''-class aircraft carrier - 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 08:05, 24 September 2020

Lexington
Lexington_wows_main.jpg
Aircraft Carrier | U.S.A. | Tier VIII
Tech Tree Position
Ranger
Arrow_down.png
Lexington_icon_small.png
Arrow_down.png
Midway
stock
 top
General
Research price161000 exp
Purchase price11,500,000 Credits
Hit Points54,300 
Secondary Armament #1
127 mm/38 Mk.12 on a Mk.24 mount8 х 1 pcs.
Firing Range4.5 km.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Initial HE Shell Velocity792 m./s.
Chance of Fire on Target Caused by HE Shell%
Secondary Armament #2
127 mm/38 Mk.12 on a Mk.32 mount4 х 2 pcs.
Firing Range4.5 km.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Initial HE Shell Velocity792 m./s.
Chance of Fire on Target Caused by HE Shell%
AA Defense
127 mm/38 Mk.12 on a Mk.24 mount8 х 1 pcs.
. . . Average Damage per Second64 
. . . Firing Range5.01 km.
127 mm/38 Mk.12 on a Mk.32 mount4 х 2 pcs.
. . . Average Damage per Second60.4 
. . . Firing Range5.01 km.
20 mm Oerlikon on a Mk.4 mount52 х 1 pcs.
. . . Average Damage per Second187.2 
. . . Firing Range2.01 km.
40 mm/56 Bofors on a Mk.2 mount9 х 4 pcs.
. . . Average Damage per Second143.1 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius1 180 m.
Rudder Shift Time21.9 sec.
Concealment
Surface Detectability Range14.51 km.
Air Detectability Range10.02 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VIII
Ship_PASA108_Lexington.png
11,500,000

Lexington — American Tier VIII aircraft сarrier.

When commissioned, Lexington was one of the largest aircraft carriers in existence. She was converted from an unfinished battlecruiser. The ship had good armor and advanced torpedo protection. Owing to her dimensions, the aircraft carrier was equipped with a very spacious hangar and was armed with numerous AA and dual-purpose artillery. The ship's powerful propulsion created very high speeds.

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)
Lexington (A)54,30061788/452/9/8/4 01,200,000
Lexington (B)57,30061788/416/2/23/8/4 27,0003,000,000
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)
F6F Hellcat1601,400 0600,000
F4U-1D Corsair Tiny Tim1691,460 18,0001,500,000
F4U-1D Corsair HVAR 127 mm1691,460 18,0001,500,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
TBF Avenger6,4671201,800 0600,000
SB2C Helldiver6,4671251,880 18,0001,500,000
Bombers Maximum Bomb Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
SBD Dauntless1221,890 0600,000
SB2C Helldiver1251,980 18,0001,500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 180,000 hp33 0500,000

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

Player Opinion

Performance

Overall, Lexington is a strong Tier VIII aircraft carrier. She is fast — 33.6 knots — but she turns like a brick, and her huge size advertises her presence for miles around. Although she has a strong wing of aircraft, careful usage of her bomber aircraft is vital as the anti-aircraft power of most Tier VIII ships and above that she will encounter begins to be very competitive. The higher health pool of its planes will help immensely in survival and in attack potential. The CV itself has a large detection radius of 14.5k, so careful positioning behind islands and such is vital in survival.

  • Attack aircraft

You have two choices in upgrading your attack planes: the HVAR 127mm rockets or the Tiny Tims. The HVARs have an HE pen of 32mm but launches the payloads more densely, making it easier to hit DDs even when mistargeted. They are somewhat less effective in attacking targets with a thick deck armour due to lack of penetration(ex. Izumo, GK, etc; useful for Republique, Alsace, most cruisers) and don't deal as much damage(max 2000) Then the have the Tiny Tims. The Tiny Tim are heavy rockets that hit hard(68mm of pen) but only 6 rockets are launched. You'll have to aim carefully in order to be successful in hitting dds with these rockets. It is best advised to use these against larger targets due to the innacuracy of the TTs. But if you are able to hit dds with these, it will reward you greatly.

  • Torpedo bombers

American torp planes aren't as good as IJN ones as they lack speed(35kts) and range(3.9k). However, they are able to deal more damage when all of them hit. They have a good amount of hp, which allows you to drop your payload at a closer distance. When you upgrade to SB2C Helldivers, they drop 3 torps instead of 2: giving you more chances in succeeding the drop. Closing the distance when attacking is recommended to maximize the damage and flood chance.

  • Dive bombers

They are effective against all BBs and cruisers as you can use HE bombs to cause multiple fires. They're not recommended to be used against DDs as they are not very accurate (unless the target is on low hp). Of course these being bombers, beware of going into a cluster of enemy ships if you fancy dropping your payload nearby them. Upgrading to the SB2C Helldiver will increase your attacking flight from 2 to 3 and bombs you to drop 1 extra bomb per payload(amounting to 6 bombs dropped at a time).

Interestingly — perhaps in a nod to her battlecruiser origins — Lexington has a greater amount of armor than would be expected of a carrier, even retaining almost a proper armor belt. Captains should be advised, though, that while her armor may bounce the odd destroyer shell, it also means cruiser and battleship armor-piercing rounds have a greater chance of causing full penetration or citadel damage that would otherwise overpenetrate on softer targets.

Pros:

  • Planes have a decent healthpool
  • Good plane restoration time
  • HVAR rockets have 33mm of penetration and are dropped in large amounts (24 per drop)
  • Can equip Tiny Tim rockets with high alpha damage, penetration and fire chance
  • High alpha strike and fire chance with AN-M65 bombs, with six (6) bombs per drop
  • Very powerful AA suite
  • Excellent ship speed of 33 knots

Cons:

  • Massive ship with poor concealment
  • Very large turn radius and slow rudder shift
  • Torpedo bombers and dive bombers have poor speed
  • Lexington's hull is poorly armored, takes large amounts of damage from all sources
  • Tiny Tims are inaccurate and only six of them are launched per attack run

Research

  1. Upgrade to SB2C Helldiver (dive bombers, followed by torpedo bombers)
  2. Upgrade to F4U-1D Corsair( Attack aircraft): choose between HVAR 127mm or Tiny Tim
  3. Upgrade to Hull(B) for AA, CV health and rudder shift
  4. Proceed to the Midway

Optimal Configuration

Upgrades

The recommended upgrades for Lexington are as follows:


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 Lexington`s surface detection down to a decent range of 11.8km. However, you would want Flight Control Modification 1 Does not increase the maximum number of each type of tactical squadron aircraft on deck.: -5% aircraft restoration time / +2 carrier deck places available. for more plane output.

Commander Skills

Consumables

Lexington has access to 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 detectibility range.

Players who wish to spend doubloons can equip Lexington with Type 18 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Lexington also has an alternate premium camouflage called "Nobilium", in which she appears as she does during the Halloween scenario "Sunray in the Darkness".

Lexington has another alternate premium camouflage called "Ice and Fire - Lexington", which was sold as a collaboration between World of Warships and the famous hockey player Alexander Ovechkin.

Signals

In the past, all carriers could only mount at most four signals at a time. This is not longer the case, Lexington can mount 8 total Signals.

As a carrier, Lexington has no risk of detonating. As such, the signal (-100% to the risk of your ship's magazine detonating.) should be disregarded for this ship.

Players should mount Equal Speed Charlie London (🚫) for 50% XP gain, Zulu Hotel (🚫) for 50% Commander XP gain, 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.) increased AA damage, Mike Yankee Soxisix (+5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary battery shells. / -5% to secondary battery loading time.) secondary battery range & firing buff, Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) flooding chance increase (Very useful), 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.) fire chance increase, 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.) large fire & flooding chance increase, and India Yankee (-20% to fire duration.) for faster fire dissipation.

These signals are to buff the ship performance while gaining a fair bonus of XP.

Players can also choose to equip the Dragon Signal (🚫) instead of Zulu Hotel (🚫) signal the for faster commander (re)training.

Having a high leveled Captain while playing Carrier can give you an edge over other Captains.


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

Gallery

Historical Info

Historical Gallery

References

  1. USS Lexington (CV-2) - Wikipedia
  2. Lexington-class aircraft carrier - Wikipedia
Ships of U.S.A.
Destroyers  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • V HillDoubloons • VI Farragut • VI MonaghanDoubloons • VII Mahan • VII SimsDoubloons • VII Sims BDoubloons • VIII Benson • VIII KiddDoubloons • IX Fletcher • IX BenhamDoubloons • IX HalfordDoubloons • IX Black BDoubloons • IX BlackDoubloons • X Gearing • X SomersDoubloons • X Forrest ShermanDoubloons •  Joshua Humphreys 
Cruisers  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Battleships  III South Carolina • IV Wyoming • IV Arkansas BetaDoubloons • V New York • V OklahomaDoubloons • V TexasDoubloons • VI New Mexico • VI ArizonaDoubloons • VI W. Virginia '41Doubloons • VII Colorado • VII FloridaDoubloons • VII West Virginia '44Doubloons • VII CaliforniaDoubloons • VIII North Carolina • VIII Kansas • VIII Nebraska • VIII AlabamaDoubloons • VIII MassachusettsDoubloons • VIII Alabama VLDoubloons • VIII ConstellationDoubloons • VIII Massachusetts BDoubloons • VIII Alabama STDoubloons • VIII North Carolina CLRDoubloons • IX Iowa • IX Minnesota • IX Delaware • IX MissouriDoubloons • IX KearsargeDoubloons • IX IllinoisDoubloons • IX Kearsarge BDoubloons • IX GeorgiaDoubloons • X Montana • X Vermont • X Louisiana • X OhioDoubloons • X Rhode Island • X Wisconsin •  Maine 
Aircraft Carriers  IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • VIII HornetDoubloons • VIII Saipan BDoubloons • X Essex • X Midway • X Franklin D. RooseveltDoubloons •  United States
Aircraft Carriers
Japan  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu 
U.K.  IV Hermes • VI Furious • VI Ark RoyalDoubloons • VIII Implacable • VIII IndomitableDoubloons • VIII ColossusDoubloons • X Audacious • X MaltaDoubloons •  Eagle 
France  VI BéarnDoubloons 
U.S.S.R.  IV Komsomolets • VI Serov • VIII Pobeda • VIII ChkalovDoubloons • VIII Chkalov BDoubloons • X Admiral Nakhimov 
U.S.A.  IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • VIII HornetDoubloons • VIII Saipan BDoubloons • X Essex • X Midway • X Franklin D. RooseveltDoubloons •  United States 
Germany  IV Rhein • VI Weser • VI Erich LoewenhardtDoubloons • VIII August von Parseval • VIII Graf ZeppelinDoubloons • VIII Graf Zeppelin BDoubloons • X Manfred von Richthofen • X Max ImmelmannDoubloons 
Pan-Asia  VIII SanzangDoubloons 
Spain  
Europe  
Netherlands  
Italy  VIII AquilaDoubloons 
Commonwealth  
Pan-America