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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
 +A well-armed high-speed destroyer with excellent maneuverability. High rate of fire and excellent aiming speeds for her dual-purpose artillery mounts ensured good firepower and efficient AA defenses for her time.<br><br>''Sims'' was first sold in pre-order bundles from 8 April through 25 June 2015.<br><br>{{Model3DViewer|5a4dfe617b824c3e8110fce7c8530d60}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
 +Fans of the American destroyer line will be very comfortable in Tier VII premium ''Sims''. She's fast, highly maneuverable, her guns spit out shells at a amazing 18 rounds per minute, and they turn fast... very fast. Her surface detectability is somewhat high as is typical of mid-tier American destroyers, but is lower than that of her tech tree cousin ''[[Mahan]]'' at just 7.3 km. Her turning radius is a mere 500 meters, allowing her to quickly and decisively dodge incoming shells and torpedoes.
  
?Fans of the American destroyer line will be very comfortable in ''Sims''. She's fast, highly maneuverable, her guns spit out shells at a amazing 18 rounds per minute, and they turn fast... very fast. Her surface detectability is somewhat high as is typical of mid-tier American destroyers, but is lower than that of her tech tree cousin ''[[Mahan]]'' at just 7.3 km. Her turning radius is a mere 500 meters. +''Sims'' captains have a choice of torpedo modules, one that will portend how they intend to play her. Aggressive captains can equip the Mk15 mod. 0 torpedoes and fight in close quarters and around islands. She inherits this style of play from her predecessors like ''[[Nicholas]]'' and ''[[Farragut]]''. Conversely, cagier captains can equip the Bliss Leavitt Mk7 mod. 2B torpedoes and fire them from stealth; however, the longer-legged torpedoes only do a little more than 8,000 damage a pop and travel at a snail-like 49 knots. While the ability to fire torpedoes from beyond her detection range is good practice for ''[[Benson]]'' and later American destroyers - and a capability that her lower-tier cousins do not have - in this configuration, ''Sims''’ torpedo armament is best described as "anemic".
  
?One tactic available to ''Sims'' is to fit the 5.5km torpedoes and fight in close quarters and around islands. She inherits this style of play from her predecessors like ''[[Nicholas]]'' and ''[[Farragut]]''. Conversely, she can equip the 9.2km range torpedoes and fire them from stealth; however, the longer-legged torpedoes only do a little more than 8,000 damage. This is good practice for ''[[Benson]]'' and later American destroyers, and a capability that her lower-tier cousins do not have.+While her guns have low chance per shell of setting ships on fire, they put out so many shells that a target being focused will probably catch fire eventually. A reasonable marksman can — with some practice — hit sluggish capital ships like battleships and carriers over and over and over at medium range. She's also very capable of engaging other destroyers at ranges under 7.0 km and quickly dispatching them with her high rate of fire.
  
?While her guns have low chance per shell of setting ships on fire, they put out so many shells that a target being focused will probably catch fire eventually. A reasonable marksman can — with some practice — hit sluggish capital ships like battleships and carriers over and over and over at medium range. She's also very capable of engaging other destroyers at ranges under 7km and quickly dispatching them with her high rate of fire. +{{AnnoWiki|content=
? +'''[https://forum.worldofwarships.com/index.php?/topic/84643-premium-ship-review-uss-sims-20/ LittleWhiteMouse's Premium Ship Review: Sims] from the NA forums'''}}
?'''[https://forum.worldofwarships.com/index.php?/topic/84643-premium-ship-review-uss-sims-20/ LittleWhiteMouse's Premium Ship Review: Sims] from the NA forums''' +
  
 |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
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 * Good acceleration and agility. * Good acceleration and agility.
 * Fastest American destroyer in the game with a top speed of 38.5 knots. * Fastest American destroyer in the game with a top speed of 38.5 knots.
?* Can mount the [[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire]] consumable.+* Can mount the {{Defensive AA Fire}} consumable; ''Sims''’ AA can be made fairly respectable with the right mix of commander skills, upgrades, and signal flags.
?* Can fire up to a range of 15.5km with a captain with [[Ship:Commander#List of Support Skills|Advanced Firing Training]].+* Can fire up to a range of 15.5km with a captain with [[Ship:Commander#Advanced Firing Training|Advanced Firing Training]].
 * Outstanding turning circle radius of only 500m. * Outstanding turning circle radius of only 500m.
  
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 * The Mk 15 mod. 0 torpedoes are fast and deal decent damage, but have a fairly short range. * The Mk 15 mod. 0 torpedoes are fast and deal decent damage, but have a fairly short range.
 * Like all American destroyers equipped with 127mm guns, she suffers from the notorious 'rainbow' shell arc; it's hard to hit ships at long range. * Like all American destroyers equipped with 127mm guns, she suffers from the notorious 'rainbow' shell arc; it's hard to hit ships at long range.
 +* Stock (unbuffed) AA is weak.
 * Has one less main battery gun than ''[[Mahan]]''. * Has one less main battery gun than ''[[Mahan]]''.
?* AA suite is nothing to write home about; even with [[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire]] active, she will struggle to shoot down enemy aircraft.+* Above-average detectability for a Tier VII destroyer.
?* Above-average detectability for a destroyer.+
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
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 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
?Recommended Modules 
? 
? Main Armaments Modification 1 is the best choice. It's important to keep the Sims' guns in the game.  
?This gives a buff to the HP of the guns and makes them less likely to take critical hits that will temporarily disable them.  
?For slot two, you have the choice depending on if you want to play as an AA picket ship or not.  
?AA Guns Modification 2 is the best choice for increasing your AA range, otherwise stick with Aiming Systems Modification 1. 
?For your third slot, Propulsion Modification 1 is arguably the best choice for a destroyer.  
?But is largely irrelevant with the Captain Skill, Last Stand. Take whatever you want here once you have that skill.  
?And for your last slot, you have a fun choice.  
?You can reduce her rudder shift time down to 2.1s with Steering Gears Modification 2 or make her a drag-racer with Propulsion Modification 2 for faster starts. If you're varying your speed often, this latter skill can be useful but I firmly believe that reducing your rudder shift time is the better choice. 
  
 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
? +The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
?<!--[[Ship:Upgrades#Tier_I.2B_Equipment_.28Slot_1.29|Upgrade Slot 1]]+* '''Slot 1''': {{Main Armaments Modification 1}}
?[[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Upgrade Slot 2]]+* '''Slot 2''': {{Propulsion Modification 1}}
?[[Ship:Upgrades#Tier_III.2B_Equipment_.28Slot_4.29|Upgrade Slot 4]]+* '''Slot 3''': {{Aiming Systems Modification 1}}
?[[Ship:Upgrades#Tier_VI.2B_Equipment_.28Slot_5.29|Upgrade Slot 5]]+* '''Slot 4''': {{Propulsion Modification 2}}
?-->+
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
 The following information is provided for players who wish to create a permanent captain for the ship. Those players who are retraining captains or using the ship to gain extra experience for a captain should consult the page relevant to the ship to which the captain will be assigned. The following information is provided for players who wish to create a permanent captain for the ship. Those players who are retraining captains or using the ship to gain extra experience for a captain should consult the page relevant to the ship to which the captain will be assigned.
  
?{{Commander Skills+{{Commander Skills 2
?| Priority Target = 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. -->
?| Preventative Maintenance = 3+| rating11 = 2 <!-- Priority Target -->
?| Expert Loader = +| rating12 = 3 <!-- Preventive Maint -->
?| Aircraft Servicing Expert = +| rating13 = <!-- Expert Loader -->
?| Direction Center for Catapult Aircraft = +| rating14 = 0 <!-- Air Supremacy -->
?| Dogfighting Expert = +| rating15 = <!-- Direction Center for Fighters -->
?| Incoming Fire Alert = 2+| rating16 = 0 <!-- Improved Engine Boost -->
?| Evasive Maneuver = +| rating17 = 2 <!-- Incoming Fire Alert -->
 +| rating18 = 0 <!-- Last Gasp -->
  
?| High Alert = 1+| rating21 = 1 <!-- High Alert -->
?| Jack of All Trades = 2+| rating22 = 2 <!-- Jack of All Trades -->
?| Expert Marksman = +| rating23 = <!-- Expert Marksman -->
?| Torpedo Acceleration = 1+| rating24 = 1 <!-- Torpedo Acceleration -->
?| Smoke Screen Expert = 1+| rating25 = 1 <!-- Smoke Screen Expert -->
?| Expert Rear Gunner = +| rating26 = 0 <!-- Improved Engines -->
?| Adrenaline Rush = 3+| rating27 = 3 <!-- Adrenaline Rush -->
?| Last Stand = 3+| rating28 = 3 <!-- Last Stand -->
  
?| Survivability Expert = 2+| rating31 = 1 <!-- Basics of Survivability -->
?| Basics of Survivability = 1+| rating32 = 2 <!-- Survivability Expert-->
?| Torpedo Armament Expertise = 2+| rating33 = 2 <!-- Torpedo Armament Expertise-->
?| Emergency Takeoff = +| rating34 = 0 <!-- Aircraft Armor -->
?| Basic Firing Training = 2+| rating35 = 2 <!-- Basic Firing Training -->
?| Superintendent = 3+| rating36 = 3 <!-- Superintendent -->
?| Demolition Expert = 2+| rating37 = 2 <!-- Demolition Expert -->
?| Vigilance = 2+| rating38 = 2 <!-- Vigilance -->
  
?| Manual Fire Control for Secondary Armament = +| rating41 = <!-- Manual Fire Control for Secondary Armament -->
?| Fire Prevention = 1+| rating42 = 1 <!-- Fire Prevention -->
?| Inertia Fuse for HE Shells = 2+| rating43 = 2 <!-- Inertia Fuse for HE Shells -->
?| Air Supremacy = +| rating44 = 0 <!-- Sight Stabilization -->
?| Advanced Firing Training = 1+| rating45 = 1 <!-- Advanced Firing Training -->
?| Manual Fire Control for AA Armament = 2+| rating46 = <!-- Massive AA Fire -->
?| Radio Position Finding = 2+| rating47 = 2 <!-- Radio Position Finding -->
?| Concealment Expert = 3+| rating48 = 3 <!-- Concealment Expert -->
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?A gunboat destroyer such as ''Sims'' is inevitably going to come under heavy fire; the abbreviated cooldown on [[Ship:Consumables#Damage Control Party|Damage Control Party II]] will eventually pay for itself. Shelling out the doubloons or credits here is highly recommended. Paying for [[Ship:Consumables#Smoke Generator|Smoke Generator II]] is captain's choice, but there are times that the shortened cooldown on smoke is the difference between sneaking away and going to the bottom.+''{{#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}}
 + 
 +A gunboat destroyer such as ''Sims'' is inevitably going to come under heavy fire; the abbreviated cooldown on {{Damage Control Party II}} will eventually pay for itself. Shelling out the doubloons or credits here is highly recommended. Paying for {{Smoke Generator II}} is captain's choice, but there are times that the shortened cooldown on smoke is the difference between sneaking away and going to the bottom.
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
?As a premium ship, ''Sims'' comes included with [[Ship:Camouflage#Premium_Camouflage|Type 10 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns. +As a premium ship, ''{{#var:ship_name}}'' comes included with [[Ship:Camouflage#Premium_Camouflage|Type 10 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 -->
  
 {{Signal Flags {{Signal Flags
?| Hotel Yankee = 1+| November Echo Setteseven = 1
?| Juliet Charlie = 3+| Mike Yankee Soxisix =
?| November Foxtrot = 2+| India X-Ray = 3
?| Zulu = 1+| Juliet Whiskey Unaone = 2
 +| Victor Lima = 3
 +| Hotel Yankee =
 + 
 +| November Foxtrot = 1
 +| Sierra Mike = 3
 +| India Delta =
 | Juliet Yankee Bissotwo =  | Juliet Yankee Bissotwo =
?| India Delta = +| India Yankee =
 +| Juliet Charlie = 1
  
?| India Yankee = +| Zulu = 2
?| November Echo Setteseven = 1+| India Bravo Terrathree =
 +| Equal Speed Charlie London =
 | Zulu Hotel = 2 | Zulu Hotel = 2
?| India Bravo Terrathree = +| Papa Papa = 1
?| Sierra Mike = 3+
?| Victor Lima = 2+
  
?| Mike Yankee Soxisix = +| Wyvern =
?| Papa Papa = 1+| Red Dragon =
?| India X-Ray = 2+
?| Equal Speed Charlie London = +
?| Juliet Whiskey Unaone = 2+
 | Dragon Flag = 2 | Dragon Flag = 2
 +| Ouroboros =
 +| Hydra =
 }} }}
  
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 |History=<!-- write text below --> |History=<!-- write text below -->
 +<div class="thumb tright">
 +{{AnnoWiki|content=
 +<h2>USS ''{{#var:ship_name}}'', 1939</h2>
 ===Construction=== ===Construction===
?:Bath Iron Works; Bath, Maine, United States+:Builder: Bath Iron Works; Bath,<br>&nbsp;&nbsp;&nbsp;Maine, United States
 :Laid down: 15 July 1937 :Laid down: 15 July 1937
 :Launched: 8 April 1939 :Launched: 8 April 1939
 :Commissioned: 1 August 1939 :Commissioned: 1 August 1939
? +----
 ===Specifications=== ===Specifications===
 :1,570 tons displacement, standard :1,570 tons displacement, standard
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 :11m beam :11m beam
 :4.07m draft :4.07m draft
? +----
 ====Machinery==== ====Machinery====
 :3 boilers, 2 turbines :3 boilers, 2 turbines
? +----
 ====Performance==== ====Performance====
 :37 knots at 50,000 shaft horsepower :37 knots at 50,000 shaft horsepower
 :5,640nm at 12 knots :5,640nm at 12 knots
? +----
 ====Armament==== ====Armament====
 =====Main===== =====Main=====
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 :Twelve (3x4) 533mm torpedo tubes :Twelve (3x4) 533mm torpedo tubes
  
?'''NOTE:''' Armament is listed in as-built configuration; in-game configuration represents later modifications. +'''NOTE:''' Armament is listed in as-built configuration;<br>&nbsp;&nbsp;&nbsp;in-game configuration represents later modifications.
 +}}</div>
 +[[File:Uss sims.jpeg|none|frame|x400px|link=|USS ''Sims'' (DD-409), lead ship of the class, on trials in 1939. The Mk 37 gun director has not yet been installed.]]
  
 ===History=== ===History===
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 ====Service==== ====Service====
 The class served extensively in World War II, and five of the class were lost in the war. Of the five ships lost, four were at the hands of the Japanese and one at the hands of the Germans. The class served on Neutrality Patrols in the Atlantic in 1940-41. Except for ''Roe'', ''Wainwright'', and ''Buck'', the class was transferred to the Pacific shortly after the attack on Pearl Harbor. All of the ships saw extensive combat service. At the war's end in August 1945, three of the seven survivors were undergoing overhauls that were left unfinished, and were ultimately scrapped. The remaining four seaworthy ships were used as targets during the 1946 Operation Crossroads atomic tests at Bikini Atoll. One was sunk by the Able blast, while the other three were sunk as targets two years later after serving as experimental platforms. The class served extensively in World War II, and five of the class were lost in the war. Of the five ships lost, four were at the hands of the Japanese and one at the hands of the Germans. The class served on Neutrality Patrols in the Atlantic in 1940-41. Except for ''Roe'', ''Wainwright'', and ''Buck'', the class was transferred to the Pacific shortly after the attack on Pearl Harbor. All of the ships saw extensive combat service. At the war's end in August 1945, three of the seven survivors were undergoing overhauls that were left unfinished, and were ultimately scrapped. The remaining four seaworthy ships were used as targets during the 1946 Operation Crossroads atomic tests at Bikini Atoll. One was sunk by the Able blast, while the other three were sunk as targets two years later after serving as experimental platforms.
 +
 +===Historical Inaccuracies===
 +* ''Sims''’ Measure 12 (modified) camouflage is missing. She wore this scheme at the time of her loss.
 +* Premium camouflage resembles the Measure 32 Design 1D scheme, which was applied to surviving ''Sims''-class destroyers in 1944; ''Sims'' was sunk in May 1942.
  
 |HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> |HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery>
?File:Uss sims.jpeg|USS ''Sims'' (DD-409), lead ship of the class, on trials in 1939. The Mk 37 director has not yet been installed.+File:Lsims.jpeg|Launching of USS ''Sims'' (DD-409), 8 April 1939.
 +File:Usssims2.jpeg|''Sims'' at anchor, date and location unknown.
 File:USS Russell (DD-414) line drawing 1943.jpg|USS ''Russell'' (DD-414), possibly as in 1941 with Mount 53 still equipped and K-guns added. File:USS Russell (DD-414) line drawing 1943.jpg|USS ''Russell'' (DD-414), possibly as in 1941 with Mount 53 still equipped and K-guns added.
 +File:USS Russell (left) and USS Sims (right) in Dec 1941.jpg|''Russell'' (left) and ''Sims'' (right) in December 1941. As clearly shown in this photo, the gun tubs behind 'B' turret has two single 20mm Oerlikons; the in-game model has two single M2 Brownings.
 File:Mk37 Director circa1944.jpeg|Mk 37 Director ca. 1944 with Mk 12 (rectangular antenna) and Mk 22 "orange peel" radar antennas. File:Mk37 Director circa1944.jpeg|Mk 37 Director ca. 1944 with Mk 12 (rectangular antenna) and Mk 22 "orange peel" radar antennas.
 </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. -->
 +{{VideoYT|DHRX9yRQ_XU}}
  
 |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 -->

Latest revision as of 03:59, 4 October 2019

Sims
Sims_wows_main.jpg
Destroyer | U.S.A. | Tier VII
Tech Tree Position
Sims_icon_small.png
stock
 top
General
Purchase pricepromo  Doubloons
Hit Points13,800 
Main Battery
127 mm/38 Mk30 mod. 04 х 1 pcs.
Rate of Fire17.96 shots/min.
Reload Time3.34 sec.
Rotation Speed34 deg./sec.
180 Degree Turn Time5.29 sec.
Firing Range12.88 km.
Maximum Dispersion111 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 Quad2 х 4 pcs.
Rate of Fire0.69 shots/min.
Reload Time87 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk15 mod. 0 
Maximum Damage11,600 
Torpedo Speed65 knot
Torpedo Range6.99 km.
AA Defense
127 mm/38 Mk30 mod. 03 х 1 pcs.
. . . Average Damage per Second32.1 
. . . Firing Range5.01 km.
127 mm/38 Mk30 mod. 11 х 1 pcs.
. . . Average Damage per Second10.7 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk42 х 1 pcs.
. . . Average Damage per Second7.2 
. . . Firing Range2.01 km.
12.7 mm Browning M2 mod. 24 х 1 pcs.
. . . Average Damage per Second15.2 
. . . Firing Range1.2 km.
Maneuverability
Maximum Speed38.5 knot
Turning Circle Radius500 m.
Rudder Shift Time2.7 sec.
Concealment
Surface Detectability Range7.56 km.
Air Detectability Range2.93 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
VII
Ship_PASD029_Sims_1941.png
promo

Sims — American promo premium Tier VII destroyer.

A well-armed high-speed destroyer with excellent maneuverability. High rate of fire and excellent aiming speeds for her dual-purpose artillery mounts ensured good firepower and efficient AA defenses for her time.

Sims was first sold in pre-order bundles from 8 April through 25 June 2015.

Modules

Main Battery 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 Mk30 mod. 0185.291111,80052,100 00
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Sims13,800102042/4/420 00
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Bliss Leavitt Mk7 mod. 2B0.8767.29,6664910.5 00
Mk15 mod. 00.7877.211,600657 00
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk6 mod. 1012.9 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 50,000 hp38.5 00

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2

Player Opinion

Performance

Fans of the American destroyer line will be very comfortable in Tier VII premium Sims. She's fast, highly maneuverable, her guns spit out shells at a amazing 18 rounds per minute, and they turn fast... very fast. Her surface detectability is somewhat high as is typical of mid-tier American destroyers, but is lower than that of her tech tree cousin Mahan at just 7.3 km. Her turning radius is a mere 500 meters, allowing her to quickly and decisively dodge incoming shells and torpedoes.

Sims captains have a choice of torpedo modules, one that will portend how they intend to play her. Aggressive captains can equip the Mk15 mod. 0 torpedoes and fight in close quarters and around islands. She inherits this style of play from her predecessors like Nicholas and Farragut. Conversely, cagier captains can equip the Bliss Leavitt Mk7 mod. 2B torpedoes and fire them from stealth; however, the longer-legged torpedoes only do a little more than 8,000 damage a pop and travel at a snail-like 49 knots. While the ability to fire torpedoes from beyond her detection range is good practice for Benson and later American destroyers - and a capability that her lower-tier cousins do not have - in this configuration, Sims’ torpedo armament is best described as "anemic".

While her guns have low chance per shell of setting ships on fire, they put out so many shells that a target being focused will probably catch fire eventually. A reasonable marksman can — with some practice — hit sluggish capital ships like battleships and carriers over and over and over at medium range. She's also very capable of engaging other destroyers at ranges under 7.0 km and quickly dispatching them with her high rate of fire.


Pros:

  • Two centerline-mounted quadruple torpedo launchers, each one able to fire to both sides.
  • Guns have very fast turret traverse; they are always on target.
  • High rate of fire from her main battery.
  • Good acceleration and agility.
  • Fastest American destroyer in the game with a top speed of 38.5 knots.
  • Can mount the Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) consumable; Sims’ AA can be made fairly respectable with the right mix of commander skills, upgrades, and signal flags.
  • Can fire up to a range of 15.5km with a captain with Advanced Firing Training.
  • Outstanding turning circle radius of only 500m.

Cons:

  • Very fragile armor and modules.
  • The Bliss-Leavitt torpedoes are very slow at 49 knots and only deal 8,500 maximum damage.
  • The Mk 15 mod. 0 torpedoes are fast and deal decent damage, but have a fairly short range.
  • Like all American destroyers equipped with 127mm guns, she suffers from the notorious 'rainbow' shell arc; it's hard to hit ships at long range.
  • Stock (unbuffed) AA is weak.
  • Has one less main battery gun than Mahan.
  • Above-average detectability for a Tier VII destroyer.

Research

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

Optimal Configuration

Upgrades

The recommended upgrades for Sims are as follows:

Commander Skills

The following information is provided for players who wish to create a permanent captain for the ship. Those players who are retraining captains or using the ship to gain extra experience for a captain should consult the page relevant to the ship to which the captain will be assigned.

Consumables

Sims can equip the following consumables:

A gunboat destroyer such as Sims is inevitably going to come under heavy fire; the abbreviated cooldown on Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) will eventually pay for itself. Shelling out the doubloons or credits here is highly recommended. Paying for Smoke Generator II (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) is captain's choice, but there are times that the shortened cooldown on smoke is the difference between sneaking away and going to the bottom.

Camouflage

As a premium ship, Sims comes included with Type 10 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

Gallery

Historical Info

Historical Gallery

Video


Ships of U.S.A.
Destroyers  II Sampson • II Smith Doubloons • III Wickes • IV Clemson • V Nicholas • V Hill Doubloons • VI Farragut • VI Monaghan Doubloons • VII Mahan • VII Sims Doubloons • VIII Benson • VIII Kidd Doubloons • IX Fletcher • IX Benham Doubloons • IX Black Doubloons • X Gearing • X Somers Doubloons 
Cruisers  I Erie • II Chester • II Albany Doubloons • III St. Louis • III Charleston Doubloons • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Pensacola • VI Dallas • VII Atlanta Doubloons • VII New Orleans • VII Helena • VII Indianapolis Doubloons • VII Boise Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • VIII Wichita Doubloons • VIII AL Montpelier Doubloons • IX Buffalo • IX Seattle • IX Alaska Doubloons • X Des Moines • X Worcester • X Puerto Rico • X Salem Doubloons 
Battleships  III South Carolina • IV Wyoming • IV Arkansas Beta Doubloons • V New York • V Texas Doubloons • VI New Mexico • VI Arizona Doubloons • VI W. Virginia 1941 Doubloons • VII Colorado • VII California • VIII North Carolina • VIII Alabama Doubloons • VIII Massachusetts Doubloons • VIII Massachusetts B Doubloons • VIII Alabama ST Doubloons • IX Iowa • IX Missouri Doubloons • IX Georgia Doubloons • X Montana • X Ohio Doubloons 
Aircraft Carriers  IV Langley • VI Ranger • VIII Lexington • VIII Enterprise Doubloons • VIII Saipan Doubloons • X Midway
Destroyers
Japan  II Tachibana Doubloons • II Umikaze • II Tachibana Lima Doubloons • III Wakatake • IV Isokaze • V Minekaze • V Fūjin Doubloons • V Kamikaze Doubloons • V Kamikaze R Doubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome Doubloons • VII Akatsuki • VII Shiratsuyu • VII Yūdachi Doubloons • VIII Akizuki • VIII Kagerō • VIII Asashio Doubloons • VIII Asashio B Doubloons • VIII HSF Harekaze Doubloons • VIII AL Yukikaze Doubloons • IX Yūgumo • IX Kitakaze • X Shimakaze • X Harugumo • X Hayate 
U.S.A.  II Sampson • II Smith Doubloons • III Wickes • IV Clemson • V Nicholas • V Hill Doubloons • VI Farragut • VI Monaghan Doubloons • VII Mahan • VII Sims Doubloons • VIII Benson • VIII Kidd Doubloons • IX Fletcher • IX Benham Doubloons • IX Black Doubloons • X Gearing • X Somers Doubloons 
U.S.S.R.  II Storozhevoi • III Derzki • IV Izyaslav • V Gremyashchy Doubloons • V Podvoisky • V Okhotnik Doubloons • VI Gnevny • VII Minsk • VII Leningrad Doubloons • VIII Ognevoi • VIII Kiev • IX Udaloi • IX Tashkent • IX Neustrashimy Doubloons • X Khabarovsk • X Grozovoi 
Germany  II V-25 • III G-101 • IV V-170 • V T-22 • VI Ernst Gaede • VI T-61 Doubloons • VII Leberecht Maass • VII Z-39 Doubloons • VIII Z-23 • IX Z-46 • X Z-52 
Italy  VI Leone • X Paolo Emilio 
U.K.  II Medea • III Valkyrie • III Campbeltown Doubloons • IV Wakeful • V Acasta • VI Icarus • VI Gallant Doubloons • VII Jervis • VIII Lightning • VIII Cossack Doubloons • IX Jutland • X Daring 
France  II Enseigne Gabolde • III Fusilier • IV Bourrasque • V Jaguar • V Siroco Doubloons • VI Guépard • VI Aigle Doubloons • VII Vauquelin • VIII Le Fantasque • VIII Le Terrible Doubloons • IX Mogador • X Kléber • X Marceau 
Europe  VII Błyskawica Doubloons • IX Friesland Doubloons 
Pan-Asia  II Longjiang • III Phra Ruang • IV Shenyang • V Jianwei • VI Fushun • VI Anshan Doubloons • VII Gadjah Mada • VIII Hsienyang • VIII Loyang Doubloons • IX Chung Mu • X Yueyang 
Commonwealth  III Vampire Doubloons • VII Haida Doubloons 
Pan-America