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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. -->
 +Developed from the ''[[Farragut]]'' class, ''Mahan'' carried a more powerful torpedo armament. At the beginning of World War II, these destroyers were modernized with several automatic AA guns to fight enemy aircraft more efficiently.<br><br>{{Model3DViewer|e1993a3737914466ab43d5643305f5b7}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?The Mahan is a jack of all trades in sense of destroyer standards. Having the capability to stealth drop torpedoes gained in the 5.1 update, a good health pool, and fast firing guns that turn quickly. The Mahan is good at anything someone could throw at it, except for antiaircraft purposes. It is very flexible able to defend itself from Russian and Japanese destroyers adequately, and even more so with the B hull. Its main downfall is its detection range and antiaircraft. Overall, the Mahan is a excellent tier 7 destroyer.+''Mahan'' is a fairly well-rounded destroyer by the standards of the class. She is the first American destroyer to have the capability to fire torpedoes from beyond her detection range — via the upgraded torpedoes she has access to upon equipping Hull (B) — as well as sporting a solid pool of hit points and fast firing guns that turn quickly.
  
?|Research=<!-- write text about priority sequence of research below -->+Overall, ''Mahan'' is good at almost anything her enemies can throw at her (with the possible exception of aircraft). She is able to defend herself from enemy destroyers adequately; even more so once she gains additional hit points from upgrading to Hull (B). Her upgraded torpedoes are somewhat slow, but hit decently hard and can be fired from stealth. One thing of note about her torpedo launchers: she has one port, one starboard, and one centerline. This allows her to put a very respectable eight fish into the water on either side; however, many opponents forget about the odd launcher on the opposite side of the ship. It can make for a nasty surprise at close range if they believe that she's launched all of the torpedoes she had loaded.
 + 
 +''Mahan''’s primary weaknesses are her large detection range and enemy aircraft; Hull (C) can assist with the latter by allowing captains to trade {{Engine Boost}} for {{Defensive AA Fire}}. Lacking access to [[Ship:Upgrades#Tier_VIII.2B_Equipment_.28Slot_5.29|Upgrade Slot 5]], there is little that ''Mahan'' can do for her large detection radius other than spend commander skill points on [[Ship:Commander#Concealment Expert|Concealment Expert]]; even then, her detection radius is still over 7 km.
 + 
 +Overall, ''Mahan'' is a definite upgrade from ''[[Farragut]]'' and a solid Tier VII destroyer.
  
 |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. -->
 * Fast turret rotation speed. * Fast turret rotation speed.
?* Rate of fire is excellent.+* Outstanding main battery rate of fire.
?* 3*4 torpedo tubes.+* Three torpedo tube launchers provide additional flexibility and will frequently catch opponents off-guard.
 * Large health pool for a destroyer. * Large health pool for a destroyer.
?* Long(ish) range torpedoes 9.2 km+* Long range torpedoes reach out to 9.2 km, making her the first American destroyer capable of firing torpedoes from beyond her detection range.
 +* Has access to the {{Defensive AA Fire}} consumable with Hull (C) equipped.
  
 |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 Weak armor.+* Very weak armor.
?* AA guns are mainly for show and will rarely shoot anything down, even the hull upgrades don't do +* Anti-aircraft guns are mainly for show and will rarely shoot anything down, even with the later hull upgrades.
?* large silhouette and a large detection range.+* Large silhouette and a fairly large detection range.
?* Shorter main battery range compared to the Farragut.+* Shorter main battery range compared to ''[[Farragut]]''.
?* Slow speed of 35.4 kts.+* Slowest Tier VII destroyer at 35.4 knots.
 + 
 +|Research=<!-- write text about priority sequence of research below -->
 +Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows:
 +* '''Hull:''' Upgrade to Hull (B) for additional health and improved rudder shift time; researching Hull (B) unlocks progression to ''[[Benson]]''. Equipping Hull (C) removes one main battery gun (and comes with a corresponding reduction in anti-aircraft firepower), enhances her short-range AA suite, and allows ''{{#var:ship_name}}'' to equip {{Defensive AA Fire}}.
 +* '''Torpedoes:''' The Mk15 mod. 0 torpedoes don't hit quite as hard and also travel slower, but they have far more range than her stock fish. Hull (B) must be equipped before they can be installed.
 +* '''Gun Fire Control System:''' Upgrade to Mk7 mod. 2 for an extra 10% range on the main battery.
 + 
 +Hull (B) is the best place to invest early gains in ''Mahan''; the additional hit points will increase her survivability immeasurably. The Torpedo upgrade is the next best place to spend experience gains; pick up the Fire Control System upgrade last. Hull (C) follows the pattern from ''[[Farragut]]'' of allowing access to the {{Defensive AA Fire}} consumable by sacrificing one of the main battery turrets. This is an optional upgrade for captains who wish to maximize their defenses against enemy aircraft and is probably best either skipped or acquired after unlocking ''[[Benson]]''.
 + 
 +|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
 + 
 +|Upgrades=<!-- write text about best upgrades below -->
 +*'''Slot 1''': {{Main Armaments Modification 1}}
 +*'''Slot 2''': {{Propulsion Modification 1}}
 +*'''Slot 3''': {{Aiming Systems Modification 1}}
 +*'''Slot 4''': {{Propulsion Modification 2}}
 + 
 +Upgrade options are pretty thin on the ground for ''Mahan''. '''Main Armaments Modification 1''' is the best choice for '''Slot 1'''. '''Slot 3''' is fairly well restricted to '''Aiming Systems Modification 1'''; {{AA Guns Modification 1}} is a waste of time given how anemic ''Mahan''’s suite of anti-aircraft guns is. '''Slot 2''' and '''Slot 4''' are best given over to '''Propulsion Modifications 1 and 2''', respectively, in order to preserve ''Mahan''’s mobility when under fire.
 + 
 +|CommanderSkills=<!-- write text about best set of Commander Skills below -->
 +Level 1's best choice is Preventative Maintenance, as it reduces the chance of ''Mahan'' having her engine or rudder knocked out while under heavy fire. Last Stand is the best of the lot at Level 2; ''Mahan'' captains will find themselves under enemy fire frequently, and losing her engine is the worst possible module knockout she can suffer. Concealment Expert is clearly the best option at Level 4.
 + 
 +Level 3 offers a ton of great skill choices: Basic Firing Training improves ''Mahan''’s abysmal anti-aircraft DPS as well as improving the rate of fire of her main battery guns; Survivability Expert adds more than 17% extra health; Vigilance allows her to better screen her allies from enemy torpeodes; Superintendent provides extra charges of valuable consumables; Demolition Expert increases the damage potency of her main battery. None of these are bad choices, but Survivability Expert should be the first one chosen. A dead ''Mahan'' does no damage, after all.
 + 
 +{{Commander Skills 2
 +<!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. -->
 +| rating11 = 1 <!-- Priority Target -->
 +| rating12 = 3 <!-- Preventive Maint -->
 +| rating13 = <!-- Expert Loader -->
 +| rating14 = 0 <!-- Air Supremacy -->
 +| rating15 = <!-- Direction Center for Fighters -->
 +| rating16 = 0 <!-- Improved Engine Boost -->
 +| rating17 = <!-- Incoming Fire Alert -->
 +| rating18 = 0 <!-- Last Gasp -->
 + 
 +| rating21 = 2 <!-- High Alert -->
 +| rating22 = 1 <!-- Jack of All Trades -->
 +| rating23 = <!-- Expert Marksman -->
 +| rating24 = <!-- Torpedo Acceleration -->
 +| rating25 = 1 <!-- Smoke Screen Expert -->
 +| rating26 = 0 <!-- Improved Engines -->
 +| rating27 = 2 <!-- Adrenaline Rush -->
 +| rating28 = 3 <!-- Last Stand -->
 + 
 +| rating31 = <!-- Basics of Survivability -->
 +| rating32 = 3 <!-- Survivability Expert-->
 +| rating33 = 2 <!-- Torpedo Armament Expertise-->
 +| rating34 = 0 <!-- Aircraft Armor -->
 +| rating35 = 3 <!-- Basic Firing Training -->
 +| rating36 = 2 <!-- Superintendent -->
 +| rating37 = 2 <!-- Demolition Expert -->
 +| rating38 = 1 <!-- Vigilance -->
 + 
 +| rating41 = <!-- Manual Fire Control for Secondary Armament -->
 +| rating42 = <!-- Fire Prevention -->
 +| rating43 = 1 <!-- Inertia Fuse for HE Shells -->
 +| rating44 = 0 <!-- Sight Stabilization -->
 +| rating45 = 1 <!-- Advanced Firing Training -->
 +| rating46 = <!-- Massive AA Fire -->
 +| rating47 = <!-- Radio Position Finding -->
 +| rating48 = 3 <!-- Concealment Expert -->
 +}}
 + 
 +|Consumables=<!-- write text about selection of Consumables below -->
 +''{{#var:ship_name}}'' can equip the following consumables:
 +* '''Slot 1:''' {{Damage Control Party}}
 +* '''Slot 2:''' {{Smoke Generator}}
 +* '''Slot 3:''' {{Engine Boost}} ('''or''' {{Defensive AA Fire}} '''[Hull (C) Only]''')
 + 
 +Equipping {{Damage Control Party II}} is worth the credits (or doubloons) for the shortened cooldown on repairing broken modules. {{Engine Boost II}} or {{Defensive AA Fire II}} aren't really worth the investment; stick with the free version of whichever one is chosen.
 + 
 +|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 detectibility range.
 + 
 +Players who wish to spend doubloons can equip ''Mahan'' with [[Ship:Camouflage#Permanent_Camouflage|Type 17 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
 + 
 +|Signals=<!-- write text about best set of signals below -->
 +Equipping Sierra Mike ({{Sierra Mike|Size=18px}}) is an excellent way to help make up for ''Mahan''’s deficiency in maximum speed. Captains should also consider Victor Lima ({{Victor Lima|Size=18px}}) and India X-Ray ({{India X-Ray|Size=18px}}) signals to increase the fire chance of her main battery shells, though they should be paired with a Juliet Charlie ({{Juliet Charlie|Size=18px}}) to ensure that ''Mahan'' doesn't [[Ship:Detonation|detonate]] under enemy fire.
 + 
 +{{Signal Flags
 +| November Echo Setteseven = 1
 +| Mike Yankee Soxisix =
 +| India X-Ray = 3
 +| Juliet Whiskey Unaone = 2
 +| Victor Lima = 3
 +| Hotel Yankee = 1
 + 
 +| November Foxtrot = 1
 +| Sierra Mike = 3
 +| India Delta =
 +| Juliet Yankee Bissotwo =
 +| India Yankee =
 +| Juliet Charlie = 3
 + 
 +| Zulu = 1
 +| India Bravo Terrathree =
 +| Equal Speed Charlie London = 3
 +| Zulu Hotel = 2
 +| Papa Papa =
 + 
 +| Wyvern =
 +| Red Dragon = 2
 +| Dragon Flag = 2
 +| Ouroboros =
 +| Hydra =
 +}}
 + 
 +|Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery>
 + 
 +</gallery>
 + 
 +|History=<!-- write text below -->
 +===Construction===
 +:Builder: United Dry Docks; Staten Island, New York, United States
 +:Laid down: 12 June 1934
 +:Launched: 15 October 1935
 +:Commissioned: 18 September 1936
 + 
 +===Specifications===
 +:1,500 tons displacement, standard
 +:104m length
 +:10.9m beam
 +:3.2m draft
 + 
 +====Machinery====
 +:4 boilers, 2 turbines
 + 
 +====Performance====
 +:37.0 knots at 46,000 shaft horsepower
 +:6,500 nm at 12 knots
  
?|Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery>+====Armament====
 +=====Main=====
 +:Five (5x1) 127mm guns
 +=====Torpedoes=====
 +:Twelve (3x4) 533mm torpedo tubes
  
?</gallery>|History=<!-- write text below -->+===Design===
 +The ''Mahan'' class were a series of 18 destroyers built between 1934 and 1937. Developed from the ''[[Farragut]]'' class, the chief improvements were an increase in torpedo tubes, superimposed gun turrets, emergency generators and an improved steam turbine system. Six ships were lost in combat and two were used in the Operation Crossroads nuclear test. No examples survive today.
  
?|HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery>+|HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | -->
 +<gallery>
 +File:Спуск_Мэхана.jpeg|Launching of USS ''Mahan'' (DD-364), 15 October 1935.
 +File:Mahan11.jpeg|''Mahan'' undergoing builders' trials, circa 1935.
 +File:Мэханхи.jpeg|''Mahan'' completing sea trials, summer 1936.
 +File:Mahan381.jpeg|''Mahan'' underway, 8 February 1938.
 +File:Mahan12.jpeg|''Mahan'' off Mare Island, California, 1 May 1942.
 +File:Mahan44_1.jpeg|''Mahan'' off Mare Island, California, 21 June 1944. Her camouflage design is Measure 31, Design 23d.
 +File:Mahan44kgun.jpeg|Undergoing refit at Mare Island, California, 24 June 1944. Circled areas indicate modification accomplished by the yard during the overhaul.
 +</gallery>
  
?</gallery>|Video=<!-- put below video clips with using template VideoYT. You can use html-tags for formatting. -->+|Video=<!-- put below video clips with using template VideoYT. You can use html-tags for formatting. -->
  
 |Ref= <!-- write below --> |Ref= <!-- write below -->
  
 }}<!-- 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 23:22, 3 October 2019

Mahan
Mahan_wows_main.jpg
Destroyer | U.S.A. | Tier VII
Tech Tree Position
Farragut
Arrow_down.png
Mahan_icon_small.png
Arrow_down.png
Benson
stock
 top
General
Research price65000 exp
Purchase price5,350,000 Credits
Hit Points11,700 
Main Battery
IDS_PAGM022_5IN38_MK245 х 1 pcs.
Rate of Fire18.18 shots/min.
Reload Time3.3 sec.
Rotation Speed15 deg./sec.
180 Degree Turn Time12 sec.
Firing Range10.61 km.
Maximum Dispersion102 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 Quad3 х 4 pcs.
Rate of Fire0.68 shots/min.
Reload Time88 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk12 
Maximum Damage11,733 
Torpedo Speed64 knot
Torpedo Range6.39 km.
AA Defense
127 mm/38 Mk.12 on a Mk.21 mod.1 mount2 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range5.01 km.
IDS_PAGM022_5IN38_MK243 х 1 pcs.
. . . Average Damage per Second9.6 
. . . Firing Range5.01 km.
12.7 mm Browning on a single mount6 х 1 pcs.
. . . Average Damage per Second22.8 
. . . Firing Range1.2 km.
127 mm/38 Mk.12 on a Mk.21 mod.1 mount2 х 1 pcs.
. . . Average Damage per Second6.4 
. . . Firing Range5.01 km.
IDS_PAGM022_5IN38_MK243 х 1 pcs.
. . . Average Damage per Second9.6 
. . . Firing Range5.01 km.
Maneuverability
Maximum Speed35 knot
Turning Circle Radius560 m.
Rudder Shift Timesec.
Concealment
Surface Detectability Range7.41 km.
Air Detectability Range2.86 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VII
Ship_PASD006_Mahan_1936.png
5,350,000

Mahan — American Tier VII destroyer.

Developed from the Farragut class, Mahan carried a more powerful torpedo armament. At the beginning of World War II, these destroyers were modernized with several automatic AA guns to fight enemy aircraft more efficiently.

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.24 mount18.2121021,80052,100 0420,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Mahan (A)11,70061656/53 0600,000
Mahan (B)14,10061656/53 14,2001,240,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk120.7887.211,733646.4 0575,000
Mk15 mod. 00.7877.211,600559.2 10,500780,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk7 mod. 10 0320,000
Mk7 mod. 20 8,200750,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 49,000 hp35 0395,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Defensive AA Fire Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Depth Charges Modification 1

Player Opinion

Performance

Mahan is a fairly well-rounded destroyer by the standards of the class. She is the first American destroyer to have the capability to fire torpedoes from beyond her detection range — via the upgraded torpedoes she has access to upon equipping Hull (B) — as well as sporting a solid pool of hit points and fast firing guns that turn quickly.

Overall, Mahan is good at almost anything her enemies can throw at her (with the possible exception of aircraft). She is able to defend herself from enemy destroyers adequately; even more so once she gains additional hit points from upgrading to Hull (B). Her upgraded torpedoes are somewhat slow, but hit decently hard and can be fired from stealth. One thing of note about her torpedo launchers: she has one port, one starboard, and one centerline. This allows her to put a very respectable eight fish into the water on either side; however, many opponents forget about the odd launcher on the opposite side of the ship. It can make for a nasty surprise at close range if they believe that she's launched all of the torpedoes she had loaded.

Mahan’s primary weaknesses are her large detection range and enemy aircraft; Hull (C) can assist with the latter by allowing captains to trade Engine BoostWhile active, increases a ship's speed by a fixed percentage. for Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. Lacking access to Upgrade Slot 5, there is little that Mahan can do for her large detection radius other than spend commander skill points on Concealment Expert; even then, her detection radius is still over 7 km.

Overall, Mahan is a definite upgrade from Farragut and a solid Tier VII destroyer.

Pros:

  • Fast turret rotation speed.
  • Outstanding main battery rate of fire.
  • Three torpedo tube launchers provide additional flexibility and will frequently catch opponents off-guard.
  • Large health pool for a destroyer.
  • Long range torpedoes reach out to 9.2 km, making her the first American destroyer capable of firing torpedoes from beyond her detection range.
  • Has access to the Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable with Hull (C) equipped.

Cons:

  • Very weak armor.
  • Anti-aircraft guns are mainly for show and will rarely shoot anything down, even with the later hull upgrades.
  • Large silhouette and a fairly large detection range.
  • Shorter main battery range compared to Farragut.
  • Slowest Tier VII destroyer at 35.4 knots.

Research

Availability of researchable upgrades for Mahan is as follows:

  • Hull: Upgrade to Hull (B) for additional health and improved rudder shift time; researching Hull (B) unlocks progression to Benson. Equipping Hull (C) removes one main battery gun (and comes with a corresponding reduction in anti-aircraft firepower), enhances her short-range AA suite, and allows Mahan to equip Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased..
  • Torpedoes: The Mk15 mod. 0 torpedoes don't hit quite as hard and also travel slower, but they have far more range than her stock fish. Hull (B) must be equipped before they can be installed.
  • Gun Fire Control System: Upgrade to Mk7 mod. 2 for an extra 10% range on the main battery.
Hull (B) is the best place to invest early gains in Mahan; the additional hit points will increase her survivability immeasurably. The Torpedo upgrade is the next best place to spend experience gains; pick up the Fire Control System upgrade last. Hull (C) follows the pattern from Farragut of allowing access to the Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable by sacrificing one of the main battery turrets. This is an optional upgrade for captains who wish to maximize their defenses against enemy aircraft and is probably best either skipped or acquired after unlocking Benson.

Optimal Configuration

Upgrades

Upgrade options are pretty thin on the ground for Mahan. Main Armaments Modification 1 is the best choice for Slot 1. Slot 3 is fairly well restricted to Aiming Systems Modification 1; AA Guns Modification 1 +20% reduction in the preparation time of the priority AA sector. is a waste of time given how anemic Mahan’s suite of anti-aircraft guns is. Slot 2 and Slot 4 are best given over to Propulsion Modifications 1 and 2, respectively, in order to preserve Mahan’s mobility when under fire.

Commander Skills

Level 1's best choice is Preventative Maintenance, as it reduces the chance of Mahan having her engine or rudder knocked out while under heavy fire. Last Stand is the best of the lot at Level 2; Mahan captains will find themselves under enemy fire frequently, and losing her engine is the worst possible module knockout she can suffer. Concealment Expert is clearly the best option at Level 4.

Level 3 offers a ton of great skill choices: Basic Firing Training improves Mahan’s abysmal anti-aircraft DPS as well as improving the rate of fire of her main battery guns; Survivability Expert adds more than 17% extra health; Vigilance allows her to better screen her allies from enemy torpeodes; Superintendent provides extra charges of valuable consumables; Demolition Expert increases the damage potency of her main battery. None of these are bad choices, but Survivability Expert should be the first one chosen. A dead Mahan does no damage, after all.

Consumables

Mahan can equip the following consumables:

Equipping Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) is worth the credits (or doubloons) for the shortened cooldown on repairing broken modules. Engine Boost II (While active, increases a ship's speed by a fixed percentage.) or Defensive AA Fire II (While active, the damage per second of large caliber anti-aircraft guns is increased.) aren't really worth the investment; stick with the free version of whichever one is chosen.

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 Mahan with Type 17 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Signals

Equipping Sierra Mike (+5% to the ship's maximum speed.) is an excellent way to help make up for Mahan’s deficiency in maximum speed. Captains should also consider Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) signals to increase the fire chance of her main battery shells, though they should be paired with a Juliet Charlie (-100% to the risk of your ship's magazine detonating.) to ensure that Mahan doesn't detonate under enemy fire.


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

Gallery

Historical Info

Historical Gallery


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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
Destroyers
Japan  II TachibanaDoubloons • II Umikaze • II Tachibana LimaDoubloons • III Wakatake • IV Isokaze • V Minekaze • V FūjinDoubloons • V KamikazeDoubloons • V Kamikaze RDoubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome BDoubloons • VI ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII HSF Harekaze IIDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • IX Yūgumo • IX Kitakaze • IX MinegumoDoubloons • IX STAR KitakazeDoubloons • X Shimakaze • X Harugumo • X HayateDoubloons •  Yamagiri 
U.K.  II Medea • III Valkyrie • III CampbeltownDoubloons • IV Wakeful • V Acasta • VI Icarus • VI GallantDoubloons • VII Jervis • VII Jupiter '42Doubloons • VIII Lightning • VIII CossackDoubloons • VIII Cossack BDoubloons • IX Jutland • IX SommeDoubloons • X Daring • X DruidDoubloons 
France  II Enseigne Gabolde • III Fusilier • IV Bourrasque • V Jaguar • V SirocoDoubloons • VI Guépard • VI AigleDoubloons • VII Vauquelin • VIII Le Fantasque • VIII Le TerribleDoubloons • IX Mogador • X Kléber • X MarceauDoubloons • X Kléber CLR 
U.S.S.R.  II Storozhevoi • III Derzki • IV Izyaslav • V GremyashchyDoubloons • V Podvoisky • V OkhotnikDoubloons • VI Gnevny • VII Minsk • VII LeningradDoubloons • VII Tashkent '39Doubloons • VIII Ognevoi • VIII Kiev • IX Udaloi • IX Tashkent • IX NeustrashimyDoubloons • X KhabarovskDoubloons • X Grozovoi • X Delny •  Zorkiy 
U.S.A.  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 
Germany  II V-25 • III G-101 • IV V-170 • V T-22 • VI Ernst Gaede • VI T-61Doubloons • VI Karl von SchönbergDoubloons • VII Leberecht Maass • VII Z-31 • VII Z-39Doubloons • VIII Z-23 • VIII Gustav-Julius Maerker • VIII Z-35Doubloons • IX Z-46 • IX Felix Schultz • IX Z-44Doubloons • IX ZF-6Doubloons • X Z-52 • X Elbing • X Z-42Doubloons 
Pan-Asia  II Longjiang • III Phra Ruang • IV Shenyang • V Jianwei • VI Fushun • VI AnshanDoubloons • VII Gadjah Mada • VIII Hsienyang • VIII SiliwangiDoubloons • VIII LoyangDoubloons • VIII FenyangDoubloons • VIII Loyang BDoubloons • VIII Ship SmashaDoubloons • IX Chung Mu • X Yueyang • X Lüshun •  Kunming 
Spain  X Álvaro de BazánDoubloons 
Europe  II Tátra • III Romulus • IV Klas Horn • V Visby • V Muavenet • VI Västerås • VI Stord • VII Skåne • VII Grom • VII BłyskawicaDoubloons • VII Stord '43Doubloons • VIII Öland • VIII Split • VIII OrkanDoubloons • IX Östergötland • IX Lambros Katsonis • IX VelosDoubloons • IX FrieslandDoubloons • IX JägerDoubloons • X Halland • X Gdańsk • X SmålandDoubloons • X RagnarDoubloons •  Dalarna 
Netherlands  IX GroningenDoubloons • X TrompDoubloons 
Italy  II Curtatone • III Nazario Sauro • IV Turbine • V Maestrale • VI Aviere • VI LeoneDoubloons • VII Luca Tarigo • VII FR25Doubloons • VIII Vittorio Cuniberti • IX Adriatico • IX Paolo EmilioDoubloons • X Attilio Regolo 
Commonwealth  III VampireDoubloons • VII HaidaDoubloons • VII HuronDoubloons • X Vampire IIDoubloons 
Pan-America  VI JuruáDoubloons