Difference between revisions of "USS Aylwin"

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==Armament==
 
==Armament==
===Primary armament===
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===Primary armament<!-- Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: {{main|Weapon name (calibre)}}.  Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose. -->===
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>.''
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''Main Article: '''[[5/38 Mark 12 Dual Purpose (127 mm)|5"/38 Mark 12 Dual Purpose (127 mm)]]'''''
  
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''
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The Farragut has a total of 4x single 5"/38 Mark 12 guns arranged in a balanced manner. These guns are rapid firing compared to earlier destroyers (13 rounds/minute) and have a very quick rate of traverse (25 degrees/second). However, due to low muzzle velocity it can be difficult to aim at distant targets. Past around 7,000 meters the shells will take over 10 seconds to land and tracking shell splashes will be challenging.
  
===Anti-aircraft armament===
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Like the other American 5"/38 Mark 12 guns, Farragut has the AAC Mark 34 HE shell as stock. The Common Mark 32 SAP and the AAVT Mark 31 HE-VT shells are available as upgrades. Making good use of the VT shell will mean that hostile aircraft stand little chance against you. HE shells will make quick work of light craft such as torpedo boats and sub chasers. HE can also be used against destroyers as they lack armor, while SAP can be used against cruisers with armor protection. Just be aware that at longer ranges and at significant angles the SAP will be ineffective against armor plating.
''An important part of the ship’s armament responsible for air raid defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship’s anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets.''
 
  
''If there is no anti-aircraft artillery, remove this section.''
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===Anti-aircraft armament<!-- An important part of the ship’s armament responsible for air raid defence. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons. Talk about the ship’s anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets.  If there is no anti-aircraft artillery, remove this section. -->===
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''Main Article: '''[[Oerlikon Mk.II (20 mm)]]'''''
  
===Torpedo armament===
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Farragut has access to 8x 20 mm Oerlikon cannons for her anti-aircraft defenses. 2 of them are just forward of the bridge, 4 of them are just behind the smoke funnels, and the last 2 are just in front of the after main battery mounts. These provide a wide range of fire and can make short work of aircraft that stray too close. They can be effective against hostile torpedo boats, but if these are firing at surface targets it is highly likely that you will have torpedoes headed your way.
''Many ships are armed with torpedo launchers, and for some vessels such as boats, torpedoes are an extremely important means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc.''
 
  
''If there is no torpedo armament, remove this section.''
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The 20 mm Oerlikon cannon has access to 3 different ammunition belts: Universal, HE, and AP.
  
===Special armament===
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* Universal: HEF-T / HEF-I / AP-T
''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.''
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* HE: HEF-T / HEF-I / AP-T / HEF-I
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* AP: AP-T / AP-T / AP-T / HEF-I
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 +
===Torpedo armament<!-- Many ships are armed with torpedo launchers, and for some vessels such as boats, torpedoes are an extremely important means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc.  If there is no torpedo armament, remove this section. -->===
 +
''Main Article: '''[[Mk.15]]'''''
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 +
The torpedo armament on Farragut is less than the preceding '''''[[Clemson (DD-213)]]''''' but it is more versatile as both of the quadruple 21" (533 mm) launchers are mounted on the centerline amidships. Due to the tight spaces on board the ship, you do have to give significant broadside to fire the torpedoes so be aware of your surroundings.
 +
 
 +
The Farragut uses the Mark 15 steam turbine torpedo with a default setting of 5,500 meters at 45 knots. This can be modified to an extended range of 9,150 meters at a reduced speed of 33.5 knots. Each torpedo has a warhead of 224 kg TNT which can make short work of an enemy destroyer providing the hit is not on an extremity. Cruisers may take more than 1, but even a single torpedo can be devastating to a larger ship.
 +
 
 +
===Special armament<!-- Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat. -->===
 +
''Main Article: '''[[Mk.6 mortar depth charge]]'''''
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 +
Upon unlocking the "Bomb mortar" upgrade you can equip 4x Mark 6 depth charges which are projected from mortars. These are positioned near the aft end of the ship, right in line with the No.3 turret. These weapons have an ''extremely'' limited range (only a few hundred meters off each side of the ship) and would only be used during a close-in brawl. Keep in mind that the depth charges do take a few seconds to fly through the air and sink before they detonate, so be aware of timing their firing.
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 +
Each Mark 6 depth charge has an explosive charge of 136 kg TNT which will obliterate any small craft and deal significant damage to a larger ship.
  
 
==Usage in battles==
 
==Usage in battles==
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! Tier
 
! Tier
 
! Seakeeping
 
! Seakeeping
! colspan="2"|Unsinkability
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! colspan="2" |Unsinkability
! colspan="3"|Firepower
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! colspan="3" |Firepower
 
|-
 
|-
 
| I
 
| I

Revision as of 03:43, 7 September 2019

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
us_destroyer_farragut_1942.png
USS Aylwin
AB RB SB
4.0 4.0 4.0
Class:
Research:5 900 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

GarageImage USS Aylwin.jpg


The Farragut-class, USS Aylwin (DD-355), 1942 is a rank I American destroyer with a battle rating of 4.0 (AB/RB/SB). This destroyer was introduced in Update 1.79 "Project X" as part of the fleet closed beta test.

General info

Survivability and armour

Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.

If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.

Mobility

Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.

Armament

Primary armament

Main Article: 5"/38 Mark 12 Dual Purpose (127 mm)

The Farragut has a total of 4x single 5"/38 Mark 12 guns arranged in a balanced manner. These guns are rapid firing compared to earlier destroyers (13 rounds/minute) and have a very quick rate of traverse (25 degrees/second). However, due to low muzzle velocity it can be difficult to aim at distant targets. Past around 7,000 meters the shells will take over 10 seconds to land and tracking shell splashes will be challenging.

Like the other American 5"/38 Mark 12 guns, Farragut has the AAC Mark 34 HE shell as stock. The Common Mark 32 SAP and the AAVT Mark 31 HE-VT shells are available as upgrades. Making good use of the VT shell will mean that hostile aircraft stand little chance against you. HE shells will make quick work of light craft such as torpedo boats and sub chasers. HE can also be used against destroyers as they lack armor, while SAP can be used against cruisers with armor protection. Just be aware that at longer ranges and at significant angles the SAP will be ineffective against armor plating.

Anti-aircraft armament

Main Article: Oerlikon Mk.II (20 mm)

Farragut has access to 8x 20 mm Oerlikon cannons for her anti-aircraft defenses. 2 of them are just forward of the bridge, 4 of them are just behind the smoke funnels, and the last 2 are just in front of the after main battery mounts. These provide a wide range of fire and can make short work of aircraft that stray too close. They can be effective against hostile torpedo boats, but if these are firing at surface targets it is highly likely that you will have torpedoes headed your way.

The 20 mm Oerlikon cannon has access to 3 different ammunition belts: Universal, HE, and AP.

  • Universal: HEF-T / HEF-I / AP-T
  • HE: HEF-T / HEF-I / AP-T / HEF-I
  • AP: AP-T / AP-T / AP-T / HEF-I

Torpedo armament

Main Article: Mk.15

The torpedo armament on Farragut is less than the preceding Clemson (DD-213) but it is more versatile as both of the quadruple 21" (533 mm) launchers are mounted on the centerline amidships. Due to the tight spaces on board the ship, you do have to give significant broadside to fire the torpedoes so be aware of your surroundings.

The Farragut uses the Mark 15 steam turbine torpedo with a default setting of 5,500 meters at 45 knots. This can be modified to an extended range of 9,150 meters at a reduced speed of 33.5 knots. Each torpedo has a warhead of 224 kg TNT which can make short work of an enemy destroyer providing the hit is not on an extremity. Cruisers may take more than 1, but even a single torpedo can be devastating to a larger ship.

Special armament

Main Article: Mk.6 mortar depth charge

Upon unlocking the "Bomb mortar" upgrade you can equip 4x Mark 6 depth charges which are projected from mortars. These are positioned near the aft end of the ship, right in line with the No.3 turret. These weapons have an extremely limited range (only a few hundred meters off each side of the ship) and would only be used during a close-in brawl. Keep in mind that the depth charges do take a few seconds to fly through the air and sink before they detonate, so be aware of timing their firing.

Each Mark 6 depth charge has an explosive charge of 136 kg TNT which will obliterate any small craft and deal significant damage to a larger ship.

Usage in battles

Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don’t get try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 127 mm Common Mk.32 20 mm HE Anti-Air Armament Targeting
II Rudder Replacement Fire Protection System Smokescreen 20 mm AP
III Propeller Replacement Ventilation Shrapnel Protection 127 mm AAVT Mk.31 Improved Rangefinder Primary Armament Targeting
IV Engine Maintenance New Pumps Ammo Wetting Torpedo Mode Bomb mortar

Pros and cons

Pros:

  • Great rate-of-fire (ROF) and quick turret traverse
  • Agile when fully upgraded
  • Anti-aircraft capabilities are great once you combine the ROF and turret traverse with VT proximity fuze shells
  • 20 mm guns are decent at shooting down planes
  • Decent torpedo firing arcs

Cons:

  • 20 mm gun rounds have slow velocity and can be dodged by attentive pilots
  • No armour
  • Aft guns have no protection; easily disabled or destroyed

History

Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, as well as adding them at the end of the article.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on ship;
  • other literature.


USA destroyers
Clemson-class  USS Welborn C. Wood · USS Barker · USS Litchfield
Farragut-class  USS Aylwin
Bagley-class  USS Bagley
Porter-class  USS Porter · USS Phelps · USS Moffett
Somers-class  USS Somers · USS Davis
Fletcher-class  USS Fletcher · USS Bennion · USS Cowell
Allen M. Sumner-class  USS Sumner
Gearing-class  USS Gearing · USS Frank Knox
Mitscher-class  USS Mitscher · USS Wilkinson