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AA Guns Modification 1
Latest revision as of 20:03, 31 July 2023
anno update
 
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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}}+<!-- <br><br>{{Model3DViewer|e1993a3737914466ab43d5643305f5b7}}-->
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?''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. +{{AA Sidebar Warning Insert}}
 +'''Overview'''
  
?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.+Tier VII ''Mahan'' is the successor to the American destroyer ''[[Farragut]]'', with further improvements to her firepower and survivability. She is the first tech-tree American destroyer that can fire torpedoes outside of her detection range. Her role in the game still focuses on her excellent main battery, but now torpedoes can become part of her offensive arsenal
 +
 +'''Hull'''
  
?''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. +Compared to ''[[Farragut]]'', ''Mahan’s'' hull provides a welcome upgrade in terms of survivability, despite sharing similar traits. Both destroyers share similar maneuverability, with ''Mahan'' being slower by 1.5 knots. Her concealment is similarly bad, 0.1km worse than her predecessor and the second worst concealment for a Tier VII destroyer. With a fully upgraded hull and optimal captain skills, ''Mahan'' has 2,950 more hit-points than her predecessor for a maximum hit-point value of 16,550, placing her in the middle of the pack for a Tier VII destroyer. Still, her overall survivability is mediocre at best, as her relatively poor concealment allows the majority of destroyers in her matchmaking bracket to outspot her.
 + 
 +'''Firepower'''
 + 
 +''Mahan'' takes ''[[Farragut]]'s'' excellent guns and continues to refine them. Her main battery reload is reduced by 0.7 seconds, giving her some of the fastest-firing guns for a Tier VII destroyer at 3.3 seconds. This substantial increase in firepower allows ''Mahan'' to have the highest and second highest damage per minute values at the tier for her high explosive and armor piercing rounds respectively. ''Mahan’s'' guns are about as good as it gets until captains unlock ''[[Gearing]]'', as ''[[Benson]]'' and ''[[Fletcher]]'' share essentially the same guns and shells. As with her predecessors, ''Mahan’s'' shells suffer from poor ballistics and fire chance. Despite the worst in tier fire chance, ''Mahan'' still has above-average firestarting potential due to her sheer volume of fire.
 + 
 +''Mahan'' is an important step in the evolution of American destroyers, beginning their transition from gun boats to torpedo boats. She is the first tech tree American destroyer to have a torpedo range exceeding her detection range. With her upgraded torpedoes, she can launch torpedoes 9.2km away and 2.5km farther than her detection range. Although her torpedoes are some of the slowest and least hard hitting at Tier VII, the addition of long-ranged torpedoes is a welcome upgrade to her arsenal as it gives her more ways for her to deal damage.
 + 
 +'''Consumables'''
 + 
 +As with other American destroyers, ''Mahan'' has access to a smoke screen with a 30 second dispersion time and almost 2 minute action time. She can utilize the {{Smoke Generator}} to create mobile cover and fire at enemies with her guns, or lay down cover for allied ships. Just like other American destroyers from Tier V to X, ''Mahan'' can choose between {{Engine Boost}} and {{Defensive AA Fire}}. Captains should take {{Engine Boost}} over {{Defensive AA Fire}}, as ''Mahan’s'' anti-aircraft battery is not good enough to take down a determined carrier strike. {{Engine Boost}} allows captains to quickly reposition around the map while increasing her acceleration rate and top speed.
 + 
 +'''Gameplay'''
 + 
 +''Mahan’s'' gameplay revolves around her excellent main battery, now with her torpedoes being a secondary weapon. At the start of the match, captains should move near caps with the presence of allied ships in order to spot for the team. It is inadvisable to sail into caps at the start of the game, as ''Mahan’s'' poor concealment ensures that most enemy destroyers will outspot her. Ideally, let an allied destroyer contest the cap, and support them with gunfire and torpedo attacks from a distance. With the addition of her long range torpedoes, captains have the option to conduct torpedo attacks from stealth without the need to open fire with her guns. This is a great way to kill time while her smoke is on cooldown. Utilize these tools in order to push off enemies and to secure flanks. Once a flank is secured, start rotating to other objectives and whittle down enemies with her artillery and torpedos. Keep an eye out for unspotted enemy destroyers, as they have the potential to drop torpedoes into the smoke of unsuspecting captains.
  
 Overall, ''Mahan'' is a definite upgrade from ''[[Farragut]]'' and a solid Tier VII destroyer. 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.+* Extremely high rate of fire
?* Outstanding main battery rate of fire.+* Extremely high HE and AP damage per minute values
?* Three torpedo tube launchers provide additional flexibility and will frequently catch opponents off-guard.+* Above average fire-starting potential
?* Large health pool for a destroyer.+* Long duration smoke
?* Long range torpedoes reach out to 9.2 km, making her the first American destroyer capable of firing torpedoes from beyond her detection range.+* Fast turret traverse
?* Has access to the {{Defensive AA Fire}} consumable with Hull (C) equipped.+* Long range torpedos
 +* Fastest rudder shift time and small turning radius in tier
 + 
  
 |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
?* Very weak armor.+* Floaty shell arcs makes hitting targets at long range difficult
?* Anti-aircraft guns are mainly for show and will rarely shoot anything down, even with the later hull upgrades.+* Worst high-explosive shell fire chance for its tier (5%)
?* Large silhouette and a fairly large detection range.+* Torpedos are some of the slowest and weakest at its tier
?* Shorter main battery range compared to ''[[Farragut]]''.+* AA will not stop a determined airstrike
?* Slowest Tier VII destroyer at 35.4 knots.+* Second worst concealment values for a tier VII destroyer
 + 
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
 Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows:  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}}.+* '''Hull:''' Upgrade to Hull (B) for more hit-points and better rudder shift time. Progression to ''[[Benson]]'' is also unlocked with this upgrade.
?* '''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.+* '''Torpedoes:''' The Mk 15 mod.0 torpedoes travel 10 knots slower and do slightly less damage than the stock Mk 12 torpedoes, but have far more range.
?* '''Gun Fire Control System:''' Upgrade to Mk7 mod. 2 for an extra 10% range on the main battery. +* '''Gun Fire Control System:''' Upgrade to the Mk 7 mod.2 for a 10% increase in main battery range.
 + 
 +As a gunboat destroyer, it is crucial that captains maximize ship health pool before anything else; this makes Hull (B) the first place to spend XP for upgrades. The Mk 15 torpedoes are a highly recommended upgrade, as it allows captains to utilize Mahan’s torpedoes without being detected. Finally, the upgraded Mk 7 fire control system is a welcome upgrade to extend the reach of the ship’s excellent 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)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
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 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
 *'''Slot 1''': {{Main Armaments Modification 1}}  *'''Slot 1''': {{Main Armaments Modification 1}}
?*'''Slot 2''': {{Propulsion Modification 1}}+*'''Slot 2''': {{Engine Room Protection}} or {{Engine Boost Modification 1}}
 *'''Slot 3''': {{Aiming Systems Modification 1}} *'''Slot 3''': {{Aiming Systems Modification 1}}
?*'''Slot 4''': {{Propulsion Modification 2}}+*'''Slot 4''': {{Propulsion Modification 1}}
 + 
 +There isn’t much variety when it comes to optimal upgrades for the ''Mahan'', as the ship is primarily locked into a gun-focused role. For the first slot, Main Armaments Modifications 1 is vital in order to keep the ship’s artillery and torpedoes from getting knocked out during the heat of battle. For slot 2, Captains can choose between Engine Room Protection or Engine Boost Mod 1 in order to have better protected engines and rudder, or a longer lasting Engine Boost. Being an artillery focused ship, Aiming Systems Mod 1 is an easy pick for slot 3, as ''Mahan’s'' torpedoes are too slow to reap the benefits of torpedo upgrades. Finally, Propulsion Mod 1 is the best upgrade for slot 4 as it greatly benefits the ship’s mobility while positioning around the map.
  
?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 --> |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.+Preventative Maintenance at Level 1 and Last Stand at Level 2 are easy recommendations for ''Mahan'' commanders. Both are crucial for any destroyer, as they reduce the probability and severity of engine or rudder failure. Losing steering or engine power during the heat of battle is likely to cost captains their ship, so it is imperative that they are protected.
 + 
 +Level 3 offers a number of good options. Survivability Expert is an easy pick, buffing ''Mahan’s'' health pool by 20%. Main Battery & AA Specialist and Adrenaline Rush are recommended for captains looking to get more damage out of their main battery. Superintendent is a strong choice if captains often fire from the cover of smoke. Fill the Tubes is valuable for captains looking to get more value from her torpedo battery. Inertia Fuse for HE Shells is incidentally useful, allowing ''Mahan's'' main battery to deal direct damage to same tier cruisers and battleships at the price of cutting fire chance by half.
 + 
 +Concealment Expert is recommended as the first Level 4 skill as it helps to cut down on ''Mahan’s'' poor base concealment. Fearless Brawler can replace Main Battery & AA Specialist if captains want to min-max their firepower. There is risk involved, as captains need to put their ship into potential danger in order to utilize the skill.
  
?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+{{Commander Skills 3 DD
?| Priority Target = 1+| rating11 = <!-- Grease the Gears -->
?| Preventative Maintenance = 3+| rating12 = <!-- Liquidator -->1
?| Expert Loader = +| rating13 = <!-- Consumables Specialist -->
?| Aircraft Servicing Expert = +| rating14 = <!-- Gun Feeder -->
?| Direction Center for Catapult Aircraft = +| rating15 = <!-- Incoming Fire Alert -->1
?| Dogfighting Expert = +| rating16 = <!-- Preventive Maintenance -->3
?| Incoming Fire Alert = +
?| Evasive Maneuver = +
  
?| High Alert = 2+| rating21 = <!-- Pyrotechnician -->1
?| Jack of All Trades = 1+| rating22 = <!-- Swift Fish -->
?| Expert Marksman = +| rating23 = <!-- Consumables Enhancements -->
?| Torpedo Acceleration = +| rating24 = <!-- Extra-Heavy AP Shells -->
?| Smoke Screen Expert = 1+| rating25 = <!-- Priority Target -->
?| Expert Rear Gunner = +| rating26 = <!-- Last Stand -->3
?| Adrenaline Rush = 2+
?| Last Stand = 3+
  
?| Survivability Expert = 3+| rating31 = <!-- Main Battery & AA Specialist -->3
?| Basics of Survivability = +| rating32 = <!-- Fill the Tubes -->2
?| Torpedo Armament Expertise = 2+| rating33 = <!-- Adrenaline Rush -->3
?| Emergency Takeoff = +| rating34 = <!-- Inertial Fuse for HE Shells -->1
?| Basic Firing Training = 3+| rating35 = <!-- Superintendent -->2
?| Superintendent = 2+| rating36 = <!-- Survivability Expert -->3
?| Demolition Expert = 2+
?| Vigilance = 1+
  
?| Manual Fire Control for Secondary Armament = +| rating41 = <!-- Main Battery & AA Expert -->
?| Fire Prevention = +| rating42 = <!-- Swift in Silence -->
?| Inertia Fuse for HE Shells = 1+| rating43 = <!-- Radio Location -->1
?| Air Supremacy = +| rating44 = <!-- Fearless Brawler -->2
?| Advanced Firing Training = 1+| rating45 = <!-- Concealment Expert -->3
?| Manual Fire Control for AA Armament = 1+| rating46 = <!-- Dazzle -->
?| Radio Position Finding = +
?| Concealment Expert = 3+
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
 ''{{#var:ship_name}}'' can equip the following consumables: ''{{#var:ship_name}}'' can equip the following consumables:
?* '''Slot 1:''' {{Damage Control Party}}+* '''Slot 1:''' {{Damage Control Party}} (∞)
?* '''Slot 2:''' {{Smoke Generator}}+* '''Slot 2:''' {{Smoke Generator}} (3)
?* '''Slot 3:''' {{Engine Boost}} ('''or''' {{Defensive AA Fire}} '''[Hull (C) Only]''')+* '''Slot 3:''' {{Engine Boost}} (3) '''or''' {{Defensive AA Fire}} (3)
  
?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={{TT Ship Camo Insert|shiptier=7}}
  
?|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 --> |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.+Victor Lima ({{Victor Lima|Size=18px}})and India X-Ray ({{India X-Ray|Size=18px}}) are worthy picks to increase the firestarting chance of ''Mahan's'' main battery shells. Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}) is recommended in order to increase the flooding chance of her torpedoes. Juliet Charlie ({{Juliet Charlie|Size=18px}}) is a highly recommended choice for destroyers in general. November Foxtrot ({{November Foxtrot|Size=18px}}) and X-Ray Papa Unaone ({{X-Ray Papa Unaone|Size=18px}}) are useful in order to decrease smoke cooldown time and duration respectively.
  
 {{Signal Flags {{Signal Flags
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 | Mike Yankee Soxisix =  | Mike Yankee Soxisix =
 | India X-Ray = 3 | India X-Ray = 3
?| Juliet Whiskey Unaone = 2+| Juliet Whiskey Unaone = 3
 | Victor Lima = 3 | Victor Lima = 3
?| Hotel Yankee = 1+| Hotel Yankee =
  
?| November Foxtrot = 1+| November Foxtrot = 3
 | Sierra Mike = 3 | Sierra Mike = 3
 | India Delta =  | India Delta =
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 | Juliet Charlie = 3 | Juliet Charlie = 3
  
?| Zulu = 1+| X-Ray Papa Unaone = 3
?| 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=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery>
 +
 +File:MahanHullA.jpg|Hull A
 +File:MahanHullB.jpg|Hull B
  
 </gallery> </gallery>
  
 |History=<!-- write text below --> |History=<!-- write text below -->
 +<div class="thumb tright">
 +{{AnnoWiki|content=
 +<h2>USS ''{{#var:ship_name}}'', 1936</h2>
 ===Construction=== ===Construction===
 :Builder: United Dry Docks; Staten Island, New York, United States :Builder: United Dry Docks; Staten Island, New York, United States
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 =====Torpedoes===== =====Torpedoes=====
 :Twelve (3x4) 533mm torpedo tubes :Twelve (3x4) 533mm torpedo tubes
? +}}</div>
?===Design===+===History===
 +====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. 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.
  
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 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +<references />
 +#[https://en.wikipedia.org/wiki/USS_Mahan_(DD-364) USS ''Mahan'' (DD-364) - Wikipedia]
 +#[https://en.wikipedia.org/wiki/Mahan-class_destroyer ''Mahan''-class destroyer - Wikipedia]
 +
 +{{WoWS Ship Changelog Insert|1=
 +
 +*Added to the game in Update 0.2.2.5 (alpha version).
 +*Update 0.5.0:
 +**Defensive AA Consumable added to Hull B.
 +*Update 0.5.1:
 +**Torpedo parameters were changed (speed / reload time / range / damage):
 +*** Mark 15 mod. 3 torpedoes (65/98 / 4.5 / 16633) replaced with Mark 12 torpedoes.
 +*** Mark 12 torpedoes later in the tree were replaced with Mk15 mod. 0 torpedoes.
 +**Hull B renamed to Hull C.
 +**A new Hull B was added. If the ship was elite, then the new hull was automatically researched.
 +*Update 0.5.2:
 +**Experience earnings reduced by 2%.
 +**Credits earnings increased by 5%.
 +*Update 0.5.7:
 +**The armored model of the hull was refined.
 +*Update 0.6.6:
 +**The deck armor thickness was changed to 16mm.
 +*Update 0.6.8:
 +**Improved appearance with the use of a special technology for rendering thin elements (mainly rigging).
 +*Update 0.6.12:
 +**Detectability when firing main guns in smoke changed to 2.98 km.
 +*Update 0.6.13:
 +**The efficiency of the Defensive Fire consumable was increased. Now it increases the power of the aura by four times (instead of three).
 +**Fire extinguishing time now 30 instead of 60 s.
 +**The survivability of air defense weapons was tested and brought to a single standard. The change affects 40mm guns.
 +*Update 0.6.15:
 +**For the Type 17 permanent camouflage , the discount on ship maintenance was increased from 5 to 10%.
 +*Update 0.7.7:
 +**For 127mm AP / SC Mk38 armor-piercing shells, the fuse detonation time was reduced from 0.03 to 0.01 s.
 +*Update 0.7.9:
 +**The base detectability was reduced from 7.92 to 7.64 km. Decreased visibility when firing from smoke from 2.98 to 2.86 km.
 +*Update 0.8.0:
 +**Main battery reload time reduced from 4 to 3.3 s.
 +**Made minor fixes to geometry and textures.
 +*Update 0.8.5:
 +**Credits earnings increased by +5%.
 +*Update 0.9.4:
 +**Defensive fire consumable now available on all hulls.
 +*Update 0.9.6:
 +**The bonus to the permanent AA aura damage by the Defensive AA Fire consumable was increased from +50% to +75%.
 +**The Mahan Hull C module was removed from the game.
 +**Compensation rules:
 +*** If players had already researched the module, they had the XP spent on the research returned as compensation.
 +*** If players had the removed module in their Inventory, they received compensation equal to the module's value in credits.
 +*** If players had the removed module mounted on the ship, they were replaced with the previous module and removed from the players' account. Players were compensated for the module in the form of credits.
 +*** If the replacement module was available in the players' Inventory, they received compensation for its value in credits.
 +*** If there was no replacement module available in players' Inventory, they received a replacement free of charge; if the module had not yet been researched, it was automatically researched.
 +*Update 0.9.7:
 +**The bonus to the permanent AA aura damage of the Defensive AA Fire consumable was increased from +75% to +100%.
 +*Update 0.10.5:
 +**The armoring of the bow and superstructure in the conning tower area was fixed.
 +*Update 0.11.5:
 +**Ship's 3D model changed, resulting in:
 +*** 0.75 m increase in draught.
 +*** 0.75 m decrease in hull height.
 +*** 0.4 m increase in waterline length.
 +*** 0.2 m decrease in total length.
 +*** 0.11 m increase in waterline hull width.
 +*** 0.03 m decrease in maximum hull width.
 +**Aiming sector of the third main battery turret increased by 25 degrees on each side.
 +**Aiming sector of the center torpedo launcher decreased by 6 degrees on each side.
 +**Aiming sector of the side torpedo launchers increased by 5 degrees.
 +**The conning tower is now included in the superstructure plating, and has the same armor thickness of 10 mm.
 +**Added two single 12.7 mm Browning AA guns to Hull A. The AA defense characteristics were changed accordingly:
 +*** Continuous damage increased from 45 to 52.
 +*** Short-range AA damage increased from 53 to 81.
 +**The amount of HP in the stern of Hull A decreased from 1,200 to 1,100.
 +**The amount of HP in superstructures of Hull A increased from 700 to 800.
 +**Added two 20 mm Oerlikon AA guns to Hull B. The AA defense characteristics were changed accordingly:
 +*** Continuous damage increased from 47 to 55.
 +*** Short-range AA damage increased from 46 to 70.
 +**The amount of HP in the bow of Hull B decreased from 2,000 to 1,900.
 +**The amount of HP in the stern of Hull B decreased from 1,400 to 1,300.
 +**The amount of HP in superstructures of Hull B increased from 900 to 1,000.
 +*Update 0.11.6:
 +**Minor fixes to the model and textures of the ship.
 +**In the Equipment tab, the name of the ship's main battery was changed from 127 mm/38 Mk.12 on a Mk.21 mod.0/Mk.24 mount to 127 mm/38 Mk.12 on a Mk.24 mount
 +*Update 0.11.8:
 +**The Seven Seas permanent camouflage was added.
 +*Update 0.11.11:
 +**Fixed the geometry and textures of the Seven Seas permanent camouflage.
 +}}
  
 }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE -->

Latest revision as of 20:03, 31 July 2023

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
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Wows_anno_flag_usa.png
VII
Ship_PASD006_Mahan_1936.png
5,350,000

Mahan — American Tier VII destroyer.

The design of the new destroyer was supposed to increase the number of torpedo launchers to three, which was a compromise option to avoid excessive hull enlargement and reduction of her top speed. At the beginning of World War II, USS Mahan served to provide cover for carrier groups during raids on the Marshall Islands. The destroyer then took part in the battle near the Santa Cruz Islands and in the New Guinea campaign, and she also supported the landing forces in New Britain. On December 7, 1944, Mahan was badly damaged by a kamikaze attack in Leyte Gulf.

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

Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Overview

Tier VII Mahan is the successor to the American destroyer Farragut, with further improvements to her firepower and survivability. She is the first tech-tree American destroyer that can fire torpedoes outside of her detection range. Her role in the game still focuses on her excellent main battery, but now torpedoes can become part of her offensive arsenal

Hull

Compared to Farragut, Mahan’s hull provides a welcome upgrade in terms of survivability, despite sharing similar traits. Both destroyers share similar maneuverability, with Mahan being slower by 1.5 knots. Her concealment is similarly bad, 0.1km worse than her predecessor and the second worst concealment for a Tier VII destroyer. With a fully upgraded hull and optimal captain skills, Mahan has 2,950 more hit-points than her predecessor for a maximum hit-point value of 16,550, placing her in the middle of the pack for a Tier VII destroyer. Still, her overall survivability is mediocre at best, as her relatively poor concealment allows the majority of destroyers in her matchmaking bracket to outspot her.

Firepower

Mahan takes Farragut's excellent guns and continues to refine them. Her main battery reload is reduced by 0.7 seconds, giving her some of the fastest-firing guns for a Tier VII destroyer at 3.3 seconds. This substantial increase in firepower allows Mahan to have the highest and second highest damage per minute values at the tier for her high explosive and armor piercing rounds respectively. Mahan’s guns are about as good as it gets until captains unlock Gearing, as Benson and Fletcher share essentially the same guns and shells. As with her predecessors, Mahan’s shells suffer from poor ballistics and fire chance. Despite the worst in tier fire chance, Mahan still has above-average firestarting potential due to her sheer volume of fire.

Mahan is an important step in the evolution of American destroyers, beginning their transition from gun boats to torpedo boats. She is the first tech tree American destroyer to have a torpedo range exceeding her detection range. With her upgraded torpedoes, she can launch torpedoes 9.2km away and 2.5km farther than her detection range. Although her torpedoes are some of the slowest and least hard hitting at Tier VII, the addition of long-ranged torpedoes is a welcome upgrade to her arsenal as it gives her more ways for her to deal damage.

Consumables

As with other American destroyers, Mahan has access to a smoke screen with a 30 second dispersion time and almost 2 minute action time. She can utilize the Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. to create mobile cover and fire at enemies with her guns, or lay down cover for allied ships. Just like other American destroyers from Tier V to X, Mahan can choose between Engine BoostWhile active, increases a ship's speed by a fixed percentage. and Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. Captains should take Engine BoostWhile active, increases a ship's speed by a fixed percentage. over Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., as Mahan’s anti-aircraft battery is not good enough to take down a determined carrier strike. Engine BoostWhile active, increases a ship's speed by a fixed percentage. allows captains to quickly reposition around the map while increasing her acceleration rate and top speed.

Gameplay

Mahan’s gameplay revolves around her excellent main battery, now with her torpedoes being a secondary weapon. At the start of the match, captains should move near caps with the presence of allied ships in order to spot for the team. It is inadvisable to sail into caps at the start of the game, as Mahan’s poor concealment ensures that most enemy destroyers will outspot her. Ideally, let an allied destroyer contest the cap, and support them with gunfire and torpedo attacks from a distance. With the addition of her long range torpedoes, captains have the option to conduct torpedo attacks from stealth without the need to open fire with her guns. This is a great way to kill time while her smoke is on cooldown. Utilize these tools in order to push off enemies and to secure flanks. Once a flank is secured, start rotating to other objectives and whittle down enemies with her artillery and torpedos. Keep an eye out for unspotted enemy destroyers, as they have the potential to drop torpedoes into the smoke of unsuspecting captains.

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

Pros:

  • Extremely high rate of fire
  • Extremely high HE and AP damage per minute values
  • Above average fire-starting potential
  • Long duration smoke
  • Fast turret traverse
  • Long range torpedos
  • Fastest rudder shift time and small turning radius in tier

Cons:

  • Floaty shell arcs makes hitting targets at long range difficult
  • Worst high-explosive shell fire chance for its tier (5%)
  • Torpedos are some of the slowest and weakest at its tier
  • AA will not stop a determined airstrike
  • Second worst concealment values for a tier VII destroyer

Research

Availability of researchable upgrades for Mahan is as follows:

  • Hull: Upgrade to Hull (B) for more hit-points and better rudder shift time. Progression to Benson is also unlocked with this upgrade.
  • Torpedoes: The Mk 15 mod.0 torpedoes travel 10 knots slower and do slightly less damage than the stock Mk 12 torpedoes, but have far more range.
  • Gun Fire Control System: Upgrade to the Mk 7 mod.2 for a 10% increase in main battery range.
As a gunboat destroyer, it is crucial that captains maximize ship health pool before anything else; this makes Hull (B) the first place to spend XP for upgrades. The Mk 15 torpedoes are a highly recommended upgrade, as it allows captains to utilize Mahan’s torpedoes without being detected. Finally, the upgraded Mk 7 fire control system is a welcome upgrade to extend the reach of the ship’s excellent main battery.

Optimal Configuration

Upgrades

There isn’t much variety when it comes to optimal upgrades for the Mahan, as the ship is primarily locked into a gun-focused role. For the first slot, Main Armaments Modifications 1 is vital in order to keep the ship’s artillery and torpedoes from getting knocked out during the heat of battle. For slot 2, Captains can choose between Engine Room Protection or Engine Boost Mod 1 in order to have better protected engines and rudder, or a longer lasting Engine Boost. Being an artillery focused ship, Aiming Systems Mod 1 is an easy pick for slot 3, as Mahan’s torpedoes are too slow to reap the benefits of torpedo upgrades. Finally, Propulsion Mod 1 is the best upgrade for slot 4 as it greatly benefits the ship’s mobility while positioning around the map.

Commander Skills

Preventative Maintenance at Level 1 and Last Stand at Level 2 are easy recommendations for Mahan commanders. Both are crucial for any destroyer, as they reduce the probability and severity of engine or rudder failure. Losing steering or engine power during the heat of battle is likely to cost captains their ship, so it is imperative that they are protected.

Level 3 offers a number of good options. Survivability Expert is an easy pick, buffing Mahan’s health pool by 20%. Main Battery & AA Specialist and Adrenaline Rush are recommended for captains looking to get more damage out of their main battery. Superintendent is a strong choice if captains often fire from the cover of smoke. Fill the Tubes is valuable for captains looking to get more value from her torpedo battery. Inertia Fuse for HE Shells is incidentally useful, allowing Mahan's main battery to deal direct damage to same tier cruisers and battleships at the price of cutting fire chance by half.

Concealment Expert is recommended as the first Level 4 skill as it helps to cut down on Mahan’s poor base concealment. Fearless Brawler can replace Main Battery & AA Specialist if captains want to min-max their firepower. There is risk involved, as captains need to put their ship into potential danger in order to utilize the skill.


Consumables

Mahan can equip the following consumables:

Signals

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.) are worthy picks to increase the firestarting chance of Mahan's main battery shells. Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) is recommended in order to increase the flooding chance of her torpedoes. Juliet Charlie (-100% to the risk of your ship's magazine detonating.) is a highly recommended choice for destroyers in general. November Foxtrot (-5% reload time on all consumables.) and X-Ray Papa Unaone (+10% Smoke Generator action time.) are useful in order to decrease smoke cooldown time and duration respectively.


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

Gallery

Historical Info

Historical Gallery

References

  1. USS Mahan (DD-364) - Wikipedia
  2. Mahan-class destroyer - Wikipedia

Ship Change Log

See here for links to Update notes.

  • Added to the game in Update 0.2.2.5 (alpha version).
  • Update 0.5.0:
    • Defensive AA Consumable added to Hull B.
  • Update 0.5.1:
    • Torpedo parameters were changed (speed / reload time / range / damage):
      • Mark 15 mod. 3 torpedoes (65/98 / 4.5 / 16633) replaced with Mark 12 torpedoes.
      • Mark 12 torpedoes later in the tree were replaced with Mk15 mod. 0 torpedoes.
    • Hull B renamed to Hull C.
    • A new Hull B was added. If the ship was elite, then the new hull was automatically researched.
  • Update 0.5.2:
    • Experience earnings reduced by 2%.
    • Credits earnings increased by 5%.
  • Update 0.5.7:
    • The armored model of the hull was refined.
  • Update 0.6.6:
    • The deck armor thickness was changed to 16mm.
  • Update 0.6.8:
    • Improved appearance with the use of a special technology for rendering thin elements (mainly rigging).
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 2.98 km.
  • Update 0.6.13:
    • The efficiency of the Defensive Fire consumable was increased. Now it increases the power of the aura by four times (instead of three).
    • Fire extinguishing time now 30 instead of 60 s.
    • The survivability of air defense weapons was tested and brought to a single standard. The change affects 40mm guns.
  • Update 0.6.15:
    • For the Type 17 permanent camouflage , the discount on ship maintenance was increased from 5 to 10%.
  • Update 0.7.7:
    • For 127mm AP / SC Mk38 armor-piercing shells, the fuse detonation time was reduced from 0.03 to 0.01 s.
  • Update 0.7.9:
    • The base detectability was reduced from 7.92 to 7.64 km. Decreased visibility when firing from smoke from 2.98 to 2.86 km.
  • Update 0.8.0:
    • Main battery reload time reduced from 4 to 3.3 s.
    • Made minor fixes to geometry and textures.
  • Update 0.8.5:
    • Credits earnings increased by +5%.
  • Update 0.9.4:
    • Defensive fire consumable now available on all hulls.
  • Update 0.9.6:
    • The bonus to the permanent AA aura damage by the Defensive AA Fire consumable was increased from +50% to +75%.
    • The Mahan Hull C module was removed from the game.
    • Compensation rules:
      • If players had already researched the module, they had the XP spent on the research returned as compensation.
      • If players had the removed module in their Inventory, they received compensation equal to the module's value in credits.
      • If players had the removed module mounted on the ship, they were replaced with the previous module and removed from the players' account. Players were compensated for the module in the form of credits.
      • If the replacement module was available in the players' Inventory, they received compensation for its value in credits.
      • If there was no replacement module available in players' Inventory, they received a replacement free of charge; if the module had not yet been researched, it was automatically researched.
  • Update 0.9.7:
    • The bonus to the permanent AA aura damage of the Defensive AA Fire consumable was increased from +75% to +100%.
  • Update 0.10.5:
    • The armoring of the bow and superstructure in the conning tower area was fixed.
  • Update 0.11.5:
    • Ship's 3D model changed, resulting in:
      • 0.75 m increase in draught.
      • 0.75 m decrease in hull height.
      • 0.4 m increase in waterline length.
      • 0.2 m decrease in total length.
      • 0.11 m increase in waterline hull width.
      • 0.03 m decrease in maximum hull width.
    • Aiming sector of the third main battery turret increased by 25 degrees on each side.
    • Aiming sector of the center torpedo launcher decreased by 6 degrees on each side.
    • Aiming sector of the side torpedo launchers increased by 5 degrees.
    • The conning tower is now included in the superstructure plating, and has the same armor thickness of 10 mm.
    • Added two single 12.7 mm Browning AA guns to Hull A. The AA defense characteristics were changed accordingly:
      • Continuous damage increased from 45 to 52.
      • Short-range AA damage increased from 53 to 81.
    • The amount of HP in the stern of Hull A decreased from 1,200 to 1,100.
    • The amount of HP in superstructures of Hull A increased from 700 to 800.
    • Added two 20 mm Oerlikon AA guns to Hull B. The AA defense characteristics were changed accordingly:
      • Continuous damage increased from 47 to 55.
      • Short-range AA damage increased from 46 to 70.
    • The amount of HP in the bow of Hull B decreased from 2,000 to 1,900.
    • The amount of HP in the stern of Hull B decreased from 1,400 to 1,300.
    • The amount of HP in superstructures of Hull B increased from 900 to 1,000.
  • Update 0.11.6:
    • Minor fixes to the model and textures of the ship.
    • In the Equipment tab, the name of the ship's main battery was changed from 127 mm/38 Mk.12 on a Mk.21 mod.0/Mk.24 mount to 127 mm/38 Mk.12 on a Mk.24 mount
  • Update 0.11.8:
    • The Seven Seas permanent camouflage was added.
  • Update 0.11.11:
    • Fixed the geometry and textures of the Seven Seas permanent camouflage.

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Netherlands  IX GroningenDoubloons • X TrompDoubloons 
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Commonwealth  III VampireDoubloons • VII HaidaDoubloons • VII HuronDoubloons • X Vampire IIDoubloons 
Pan-America  VI JuruáDoubloons