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Revision as of 15:01, 22 August 2017Revision as of 01:25, 22 October 2017
Reworked upgrades section; reworked commander skills section; added recommended signals tree
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 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
?As a carrier at Tier VIII with five upgrade slots (slots 1, 2, 4, 5, and 6), it's best to mount [[Ship:Upgrades#Air_Groups_Modification.C2.A01|Air Groups Modification 1]], [[Ship:Upgrades#Flight_Control_Modification.C2.A01|Flight Control Modification 1]] (for faster aircraft servicing time / rearming time) or [[Ship:Upgrades#Air_Groups_Modification.C2.A02|Air Groups Modification 2]] (for better fighter capability in fighting enemy fighters and taking down enemy bombers), [[Ship:Upgrades#Damage_Control_System_Modification.C2.A01|Damage Control System Modification 1]], [[Ship:Upgrades#Damage_Control_System_Modification.C2.A02|Damage Control System Modification 2]] (if the player chooses to use Emergency Takeoff Skill and does not have Damage Control Party ready) or [[Ship:Upgrades#Propulsion_Modification.C2.A02|Propulsion Modification 2]] (if the player feels the need to relocate and avoid enemies is more important), and [[Ship:Upgrades#Concealment_System_Modification.C2.A01|Concealment System Modification 1]] on ''Shokaku''.+As a Tier VIII carrier with four upgrade slots, the following upgrades are recommended on ''{{#var:ship_name}}'':
 +====Slot 1====
 +*[[Ship:Upgrades#Air_Groups_Modification.C2.A01|Air Groups Modification 1]], in order to improve the fighters' damage capabilities and increase their chances of winning dogfights.
 +====Slot 2====
 +*[[Ship:Upgrades#Air_Groups_Modification.C2.A02|Air Groups Modification 2]], in order to further improve the fighters' chances of winning dogfights through increasing their survivability.
 +====Slot 4====
 +*[[Ship:Upgrades#Damage_Control_System_Modification.C2.A01|Damage Control System Modification 1]] is the top pick of the bunch, in order to reduce fire and flooding chance on the ship (as carriers rarely have their engine or rudder incapacitated).
 +====Slot 5====
 +*[[Ship:Upgrades#Propulsion_Modification.C2.A02|Propulsion Modification 2]], so that captains can quickly relocate their ship if any potential threat is approaching quickly.
 +====Slot 6====
 +*[[Ship:Upgrades#Concealment_System_Modification.C2.A01|Concealment System Modification 1]], in order to greatly decrease the chances of being detected.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?As ''Shokaku'' is a Tier VIII carrier, the player has access to the special carrier [[Ship:Consumables#Defensive_AA_Fire|Defensive Fire]] consumable, which lasts for two minutes and increases the ship's AA DPS by a factor of 1.75. Coupled with Basic Firing Training and Manual Fire Control for AA Armament, the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively. Or, as Shokaku has access to the Concealment System Modification, the player can opt to choose to utilize the Concealment Expert skill as an indirect form of further protection from enemy ships (with skill, camouflage, and upgrade, detection is 8.81km).+''{{#var:ship_name}}'' uses the standard IJN CV captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. '''Aircraft Servicing Expert''', '''Torpedo Acceleration''', and '''Air Supremacy''' are "must have" skills. '''Dogfighting Expert''' is also useful if ''{{#var:ship_name}}'' faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.
 + 
 +For AA defense, ''{{#var:ship_name}}'' has large-caliber 127mm guns that benefit greatly from Manual Fire Control for AA Armament. '''Basic Firing Training''' is also a good choice to boost all AA guns' DPS by 20%. And as ''{{#var:ship_name}}'' is a Tier VIII carrier, the player has access to the special IJN carrier '''Defensive Fire''' consumable, which lasts for two minutes and increases the ship's AA DPS by a factor of '''1.75'''. Coupled with '''Basic Firing Training''' and '''Manual Fire Control for AA Armament''', the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively and greatly reduce the damage taken from an enemy carrier's attack.
 + 
 +'''Evasive Maneuvers''' is not recommended because it only affects bombers that have dropped their payload and are returning to the carrier.
 + 
 +Any skills that are related to an enemy vessel firing on your carrier are not useful, as the cost-benefit of investing in survivability skills is not worth the minimal benefit they offer. ''{{#var:ship_name}}'' has a low HP pool and is large and unarmored, and will not survive an attack by any ship larger than a destroyer. ''{{#var:ship_name}}'' captains must position their ship near friendlies and far back from the enemy fleet. '''Concealment Expert''' may be taken to further reduce detection range if the captain so desires.
 +{{block|!|content= ATTENTION
 +*Due to dive bombers having over 100% chance of causing fires, Demolition Expert is '''not''' recommended.}}
  
 {{Commander Skills {{Commander Skills
?| Priority Target = 1+| Priority Target =
?| Preventative Maintenance = 1+| Preventative Maintenance =
 | Expert Loader =  | Expert Loader =
 | Aircraft Servicing Expert = 3 | Aircraft Servicing Expert = 3
 | Direction Center for Catapult Aircraft =  | Direction Center for Catapult Aircraft =
 | Dogfighting Expert = 2 | Dogfighting Expert = 2
?| Incoming Fire Alert = 1+| Incoming Fire Alert =
 | Evasive Maneuver = 2 | Evasive Maneuver = 2
  
?| High Alert = 1+| High Alert =
 | Jack of All Trades =  | Jack of All Trades =
 | Expert Marksman =  | Expert Marksman =
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 | Expert Rear Gunner = 2 | Expert Rear Gunner = 2
 | Adrenaline Rush =  | Adrenaline Rush =
?| Last Stand = 1+| Last Stand =
  
 | Survivability Expert =  | Survivability Expert =
?| Basics of Survivability = 2+| Basics of Survivability =
 | Torpedo Armament Expertise = 3 | Torpedo Armament Expertise = 3
?| Emergency Takeoff = 3+| Emergency Takeoff = 1
?| Basic Firing Training = 2+| Basic Firing Training = 1
 | Superintendent =  | Superintendent =
?| Demolition Expert = 1+| Demolition Expert =
?| Vigilance = 1+| Vigilance =
  
 | Manual Fire Control for Secondary Armament =  | Manual Fire Control for Secondary Armament =
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 | Inertia Fuse for HE Shells =  | Inertia Fuse for HE Shells =
 | Air Supremacy = 3 | Air Supremacy = 3
?| Advanced Firing Training = +| Advanced Firing Training = 1
 | Manual Fire Control for AA Armament = 2 | Manual Fire Control for AA Armament = 2
 | Radio Position Finding =  | Radio Position Finding =
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 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?As a Tier VIII carrier, ''Shokaku'' has access to the following consumables: +As a Tier VIII carrier, ''{{#var:ship_name}}'' has access to the following consumables:
?*[[Ship:Consumables#Damage_Control_Party|Damage Control Party]]+*{{Damage Control Party}}
?*[[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire]]+*{{Defensive AA Fire}}
  
  
?Premium Defensive AA Fire is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Premium Damage Control Party II is not recommended as it is only needed in dire moments, or when the player is the last one alive. +Premium '''Defensive AA Fire II''' is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Premium '''Damage Control Party II''' is not recommended as it is only needed in dire moments, or when the player is the last one alive.
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
 [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce the chance of being detected. [[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 the chance of being detected.
  
?Players who wish to spend doubloons can equip ''Shokaku'' with [[Ship:Camouflage#Permanent_Camouflage|Type 18 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns. +Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 18 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns.
  
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?As a carrier, ''Shokaku'' can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (for faster XP grinding / increased XP gain per battle), Zulu Hotel (when coupled with Equal Speed Charlie London greatly helps increase commander (re)training), November Echo Setteseven (for better bomber self-defense against fighters and increased AA DPS), and Juliet Whiskey Unaone (to have a better chance at causing flooding and dealing damage via flooding). Players can also choose to equip the Dragon Flag for faster commander (re)training.+As a carrier, ''{{#var:ship_name}}'' can only mount at most four signals at a time and has no risk of detonating. Players should mount '''Equal Speed Charlie London''' (for faster XP grinding / increased XP gain per battle), '''Zulu Hotel''' (when coupled with Equal Speed Charlie London greatly helps increase commander (re)training), and, for the last two / pair, '''November Echo Setteseven''' (for better bomber self-defense against fighters) and '''Juliet Whiskey Unaone''' (to have a better chance at causing flooding and dealing damage via flooding).
 +{{block|!|content= ATTENTION
 +*Due to dive bombers having over 100% chance of causing fires, Victor Lima and India X-Ray are '''not''' recommended.}}
 + 
 +{{Signal Flags
 +| November Echo Setteseven = 3
 +| Mike Yankee Soxisix =
 +| India X-Ray =
 +| Juliet Yankee Bissotwo =
 +| Victor Lima =
 +| Hotel Yankee =
 + 
 +| November Foxtrot =
 +| Sierra Mike = 1
 +| India Delta =
 +| Juliet Whiskey Unaone = 3
 +| India Yankee =
 +| Juliet Charlie =
 + 
 +| Zulu = 1
 +| India Bravo Terrathree =
 +| Equal Speed Charlie London = 3
 +| Zulu Hotel = 3
 +| Papa Papa =
 + 
 +| Wyvern = 1
 +| Red Dragon = 1
 +| Dragon Flag = 1
 +| Ouroboros =
 +| Hydra = 1
 +}}
  
 |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>

Revision as of 01:25, 22 October 2017

Shōkaku
Shōkaku_wows_main.jpg
Aircraft Carrier | Japan | Tier VIII
Tech Tree Position
Ryūjō
Arrow_down.png
Shōkaku_icon_small.png
Arrow_down.png
Hakuryū
stock
 top
General
Research price161000 exp
Purchase price11,500,000 Credits
Hit Points50,100 
Secondary Armament #1
127 mm/40 Type 89 on a Model A1 mount6 х 2 pcs.
Firing Range4.5 km.
Rate of Fire12 shots/min.
Reload Timesec.
HE Shell127 mm HE Type0 
Maximum HE Shell Damage2,100 
Initial HE Shell Velocity725 m./s.
Chance of Fire on Target Caused by HE Shell%
Secondary Armament #2
127 mm/40 Type 89 on a Model A1 Mod.3 mount2 х 2 pcs.
Firing Range4.5 km.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell127 mm HE Type0 
Maximum HE Shell Damage2,100 
Initial HE Shell Velocity725 m./s.
Chance of Fire on Target Caused by HE Shell%
AA Defense
127 mm/40 Type 89 on a Model A1 mount6 х 2 pcs.
. . . Average Damage per Second60.6 
. . . Firing Range5.01 km.
127 mm/40 Type 89 on a Model A1 Mod.3 mount2 х 2 pcs.
. . . Average Damage per Second20.2 
. . . Firing Range5.01 km.
25 mm/60 Type 96 on a single mount36 х 1 pcs.
. . . Average Damage per Second64.8 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed34 knot
Turning Circle Radius1 130 m.
Rudder Shift Time18.3 sec.
Concealment
Surface Detectability Range12.06 km.
Air Detectability Range9.58 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
VIII
Ship_PJSA108_Shokaku.png
11,500,000

Shōkaku — Japanese Tier VIII aircraft сarrier.

The Hiryu-class heavy aircraft carrier whose design stemmed from the experience gained in building ships of the same type. Compared to her predecessor, Shokaku came with reinforced anti-aircraft armament, a larger air group and somewhat improved armor. During the course of World War II, the ship's AA capabilities were significantly enhanced.

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)
Shōkaku (A)50,10062152/636/2/6 01,200,000
Shōkaku (B)51,40062152/632/20/2/6 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)
A6M5 Zero1441,330 0600,000
N1K2-J Shiden-Kai1511,390 18,0001,500,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
B6N Tenzan7,2331331,600 0600,000
B7A Ryūsei7,2331371,670 18,0001,500,000
Bombers Maximum Bomb Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
D4Y3 Suisei1421,580 0600,000
B7A Ryūsei1451,650 18,0001,500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 152,000 hp34 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

Just like Hiryu, Shokaku almost has the same play style as its predecessor. Again 72 planes means you can inflict heavy damage to any enemies you encounter. This carrier is also a lot tougher and armored compared to her predecessor, although you will still rely for protection from other ships.

Pros:

  • Same play style as predecessor Hiryu.
  • Large hangar capacity, 72 planes in total.
  • More armored than her predecessor.
  • Fully-upgraded can deal huge amounts of damage to enemy ships in a single attack run.
  • Excellent AA protection.
  • Difficult to Citadel, the box is located well below the waterline.
  • 34 knot top speed means easier relocation when necessary.

Cons:

  • Expensive maintenance, especially if you are not fully upgraded.
  • Poor concealment (Although purchasing the Concealment upgrade can negate the problem somewhat).
  • Painful grind, expensive XP and expensive upgrades.
  • Stock torpedo bomber (the Tier VI Nakajima B5N2) is highly vulnerable to the level of anti-aircraft fire she will find aboard ships in her tier.
  • Loses a lot of speed during turns.
  • Very vulnerable to dive bomb attacks.

Research

Get the Type8 mod.2 or mod.3 researched first depending on the play style you want. Choose mod.2 if you would still like the strike capability, but if you want to equally match with other carriers at this tier when in stock mode, you might want to get the mod.3 then.

After getting air modification, upgrade your fighters to the Kawanishi N1K5-A, followed by the Nakajima B6N.

You can then research the Type B hull of Shokaku for extra HP and AA-protection before proceeding on to the Yokosuka D4Y2 dive bombers.

Optimal Configuration

Upgrades

As a Tier VIII carrier with four upgrade slots, the following upgrades are recommended on Shōkaku:

Slot 1

  • Air Groups Modification 1, in order to improve the fighters' damage capabilities and increase their chances of winning dogfights.

Slot 2

  • Air Groups Modification 2, in order to further improve the fighters' chances of winning dogfights through increasing their survivability.

Slot 4

  • Damage Control System Modification 1 is the top pick of the bunch, in order to reduce fire and flooding chance on the ship (as carriers rarely have their engine or rudder incapacitated).

Slot 5

Slot 6

Commander Skills

Shōkaku uses the standard IJN CV captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. Aircraft Servicing Expert, Torpedo Acceleration, and Air Supremacy are "must have" skills. Dogfighting Expert is also useful if Shōkaku faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.

For AA defense, Shōkaku has large-caliber 127mm guns that benefit greatly from Manual Fire Control for AA Armament. Basic Firing Training is also a good choice to boost all AA guns' DPS by 20%. And as Shōkaku is a Tier VIII carrier, the player has access to the special IJN carrier Defensive Fire consumable, which lasts for two minutes and increases the ship's AA DPS by a factor of 1.75. Coupled with Basic Firing Training and Manual Fire Control for AA Armament, the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively and greatly reduce the damage taken from an enemy carrier's attack.

Evasive Maneuvers is not recommended because it only affects bombers that have dropped their payload and are returning to the carrier.

Any skills that are related to an enemy vessel firing on your carrier are not useful, as the cost-benefit of investing in survivability skills is not worth the minimal benefit they offer. Shōkaku has a low HP pool and is large and unarmored, and will not survive an attack by any ship larger than a destroyer. Shōkaku captains must position their ship near friendlies and far back from the enemy fleet. Concealment Expert may be taken to further reduce detection range if the captain so desires.

ATTENTION

  • Due to dive bombers having over 100% chance of causing fires, Demolition Expert is not recommended.

Consumables

As a Tier VIII carrier, Shōkaku has access to the following consumables:


Premium Defensive AA Fire II is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Premium Damage Control Party II is not recommended as it is only needed in dire moments, or when the player is the last one alive.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce the chance of being detected.

Players who wish to spend doubloons can equip Shōkaku with Type 18 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns.

Signals

As a carrier, Shōkaku can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (for faster XP grinding / increased XP gain per battle), Zulu Hotel (when coupled with Equal Speed Charlie London greatly helps increase commander (re)training), and, for the last two / pair, November Echo Setteseven (for better bomber self-defense against fighters) and Juliet Whiskey Unaone (to have a better chance at causing flooding and dealing damage via flooding).

ATTENTION

  • Due to dive bombers having over 100% chance of causing fires, Victor Lima and India X-Ray are not recommended.


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

Gallery

Historical Info

Historical Gallery


Ships of Japan
Destroyers  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 
Cruisers  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
Battleships  II MikasaDoubloons • III Kawachi • IV Myōgi • IV IshizuchiDoubloons • V Kongō • V ARP KongōDoubloons • V ARP KirishimaDoubloons • V ARP HarunaDoubloons • V ARP HieiDoubloons • V HSF HieiDoubloons • VI Fusō • VI MutsuDoubloons • VI IseDoubloons • VII Nagato • VII AshitakaDoubloons • VII HyūgaDoubloons • VIII Amagi • VIII Yumihari • VIII KiiDoubloons • VIII Ignis PurgatioDoubloons • VIII RagnarokDoubloons • IX Izumo • IX Adatara • IX MusashiDoubloons • IX HizenDoubloons • IX IwamiDoubloons • IX DaisenDoubloons • IX TsurugiDoubloons • IX Iwami BDoubloons • X Yamato • X Bungo • X ShikishimaDoubloons • X ARP YamatoDoubloons •  Satsuma 
Aircraft Carriers  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu
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