World of Warships: Legends ship guide

Forrest Sherman

Also called: 福雷斯特·谢尔曼 Beta
U.S.A. · Tier ★ · Destroyer · Premium
SAP destroyerA SAP gunboat: high-alpha SAP into broadsides and superstructures, leaning on smoke and speed.
Playstyle
  • Fight from the second line, close enough to reach with her guns but outside enemy radar and destroyer sonar
  • Avoid: Racing an enemy gunboat into a cap
Key characteristics
High HE / fire outputHigh fire chanceSmoke + SonarEngine BoostHigh HP poolSlow
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Forrest Sherman Community Stats

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Playstyle

Overview

Forrest Sherman is a U.S. Legendary destroyer, earned through a marathon, built as a gunboat that trades barrel count for rate of fire. She carries only three 127 mm guns, the fewest of 14 Legendary destroyers, yet her 1.5 second reload is the fastest of the 14 and she starts 10.8 fires per minute, the most in the cohort. Her 24,900 HP is 2nd of 14, and her torpedoes reload in 60 seconds, the fastest of the 14. The trade is mobility and stealth: at 33.9 knots she is the slowest of the 14, Engine Boost adds only 2.7 knots, and her 7.22 km surface detection is the 4th-largest of 14.

Positioning

Fight from the second line, close enough to reach with her guns but outside enemy radar and destroyer sonar. Her 40 degree per second turret traverse, best of 14, keeps the guns on target while she zigzags or angles away, so kite rather than charge. Her 130 second smoke cloud, tied for the longest, turns a held flank into a firing position, and her 5 km sonar watches the approach. Because she is spotted early, let allies make first contact and arrive at caps second.

Potato Avoidance

Racing an enemy gunboat into a cap

Her 7.22 km surface detection is the 4th-largest of 14 Legendary destroyers, and with three barrels her damage comes from sustained fire rather than burst, so the opening exchange goes to whoever spots and shoots first. At 33.9 knots, and the slowest in her cohort to reach 12 knots, she cannot slip away once lit, and even 24,900 HP drains fast under focus before her reload advantage pays off.

Signature Traits

Engine Boost

+8% speed (about +2.7 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

High HP pool ↗

24900 HP, top decile of Legendary DDs.

ELITE MAIN BATTERY ↗
  • High fire pressure · 10.8 fires
  • Fast turret traverse · 40°
  • Fast reload · 1.5 s
ELITE AA ↗
  • Long-reach AA · 5.2 km
  • Heavy Defensive AA flak
WEAK MOBILITY ↗
  • Slow for the class · 33.9 kt
  • Slow acceleration
Acquisition

How to get Forrest Sherman

Forrest Sherman is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Marathon.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • THE FORREST SHERMAN MARATHON IS STARTING! Marathon Start: 2026-10-02 · End: 2026-12-31
    • Tip: Completing at least two campaigns with active Admiralty Backing and participating in all free activities that reward Ship Parts in the three marathon stages can bring you Forrest Sherman without additional spending.

Builds

Invest first in whatever keeps her 1.5 second reload firing: concealment, because 7.22 km detection gives too much away, and survivability to stretch 24,900 HP through long gun duels. Fire and HE improvements suit a ship already leading the cohort at 10.8 fires per minute. Torpedo investment is secondary on a gun-first ship. Check current picks in the Build Tool before committing points.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Forrest Sherman sits among Legendary DDs (13 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestTraverse-to-turn ratio27.22 × (1/14) BestMain battery reload1.5 s (1/14) BestFires per minute10.8 (1/14) BestAA range5.2 km (1 of 3 tied) BestTorpedo reload60 s (1/14) Top 10%Hit points24,900 HP (2/14) Top 10%Flak damage per salvo (expected)1,820 (2/11) Top 25%Effective HE DPM (incl. fire)304,530 (4/14) Bottom 25%Rudder shift5.4 s (12/14) Bottom 25%Displacement4,916 t (13/14) Bottom 25%Power-to-weight14.54 hp/t (12/13) WorstMax speed33.9 kt (14/14) WorstAcceleration (0-12 kt)5.6 s (13/13)
See 23 mid-pack stats

Not standouts for Forrest Sherman -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Concealment7.22 km(11/14) Smoke fire bloom2.69 km(9/14) Air detection3.61 km(11/14) Turning circle680 m(5/14) Main battery caliber127 mm(9/14) Main battery range10.98 km(9/14) HE shell damage1,800(7/14) HE DPM216,000(5/14) Main dispersion97.4 m(7/14) HE velocity808 m/s(11/14) Time to 90% speed18 s(9/13) Engine power71,500 hp(9/13) Turn-speed retention105.1 hp/m(8/13) AA DPS204(10/14) AA threat1,039(6/14) Torpedo range11 km(6/14) Torpedo damage≈16,700(5/14) Torpedo speed66 kt(7/14) Torpedo reaction time7.9 s(11/14) NormSigma2(13 of 14 tied at this value) NormTurn speed retained81%(11 of 14 tied at this value) NormMax armor20 mm(12 of 14 tied at this value) NormCitadel belt20 mm(12 of 14 tied at this value)
Survivability
Hit Points24,900
Displacement4,916 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
127.6 x 13.7 m
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries18
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Does not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 24,900 HP = 2,241 HP on this ship. 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.25% of max HP per second × 40 s = 10% of the pool = 10% × 24,900 HP = 2,490 HP on this ship. Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
12,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
7,500
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,200
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
18,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,700
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm/54 Mk.42
Mounts / barrels3 mounts / 3 barrels
Reload time1.5 s
Firing range11 km
Turret traverse40 °/s
Turret armor6 mm
Guns to bear
ƒ180° − 154° (the most restricted aft-facing mount's arc) = 26° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
26° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (11.0 km) shells land in an ellipse about 97 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1098230·8−0.51000+0.5)·30=97.4m
97.4 m at 11 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.4·0.6=58.4m
58.4 m at 11 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.4·0.62=29.2m
29.2 m at 11 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.4·0.62=17.5m
17.5 m at 11 km
Turret turn time
ƒ180 degrees / 40 deg/s traverse speed = 4.5 s.
4.5 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 1.5 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 3 broadside guns x 60 / 1.4 s all-upgrades reload = 128.6.
Initial: 120 → 128.6
HE shells
HE alpha1,800
HE Velocity808 m/s
Fire Chance9%
HE fire DPM vs T8 BB88530
Effective HE DPM vs T8 BB304530
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 3 broadside guns = 5,400.
5,400
HE DPM
ƒZero upgrades: 5,400 HE full-salvo alpha x 60 / 1.5 s base reload = 216,000. All upgrades (Main Battery Mod. 3 = -10% reload): 5,400 HE full-salvo alpha x 60 / 1.4 s all-upgrades reload = 231,429.
Initial: 216,000 → 231,429
Fires/min
ƒZero upgrades: 120 shells/min x 9% fire chance = 10.8. All upgrades (Main Battery Mod. 3 = -10% reload): 128.6 shells/min x 9% fire chance = 11.57.
Initial: 10.8 → 11.57
SAP shells
SAP alpha2,700
SAP Velocity808 m/s
SAP Pen (mm)36
SAP Min Ricochet65 deg
SAP Guaranteed Ricochet75 deg
SAP Fuse Timer0.03 s
SAP Fuse Threshold25 mm
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
15
SAP full-salvo alpha
ƒ2,700 SAP damage x 3 broadside guns = 8,100.
8,100
SAP DPM
ƒZero upgrades: 8,100 SAP full-salvo alpha x 60 / 1.5 s base reload = 324,000. All upgrades (Main Battery Mod. 3 = -10% reload): 8,100 SAP full-salvo alpha x 60 / 1.4 s all-upgrades reload = 347,143.
Initial: 324,000 → 347,143
Torpedoes
ModuleTorpedoes: 533 mm single
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time60 s
Projectile speed66 kt
Range11 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=50,100·0.333=16,700.
≈ 16,700
Maximum damage (ammunition)
ƒ50,100 warhead alpha / 3 + 1,200 blast = 17,900. The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
17,900
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km66 kt×2.6855=7.9 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.01 per hit, shown as 3.01×100=301%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
301%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming207 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 16,700 = 66,800.
66,800
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
5.2 km
76.2 mm Mk332×2 76mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 94 from dual-purpose main battery firing as AA in this range band.
94
Range5.2 km
Medium aura
Guns76.2 mm Mk33
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 1 hit probability = 108 - the same in-game units as the Close-range AA DPS headline.
108
Range5 km
Total DPS in Aura
ƒFar 94 + Medium 108 = 202
202
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 260 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
260
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
Maneuverability
Engine power71,500 hp
Maximum speed33.9 kt
Turning circle radius680 m
Rudder shift time5.4 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.9 / 4 + 4.9 = 13.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.
15.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.5 kt of 33.9 kt), from our in-house acceleration model.
18 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.6 kt of 33.9 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
31 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.9·0.5144680=1.47°/s, so ratio=ωturretωhull=401.47=27.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
27.2× instant
Concealment
Detectability by sea7.22 km
Detectability by air3.61 km
Smoke firing penalty2.69 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.22 km) = 10.98 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
10.98 km
Detect when firing (air)
ƒAir detectability 3.61 km + gun-firing bloom 2.54 km = 6.15 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
6.15 km
Detect when on fire (sea)
ƒSea detectability 7.22 km + 2.0 km while burning = 9.22 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
9.22 km
Detect when on fire (air)
ƒAir detectability 3.61 km + 3.0 km while burning = 6.61 km; matches the in-game 'Detect Fire Air' value on every captured ship.
6.61 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 160 s reload · 30 s emit / 130 s cloud active · 450 m radius
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
Choose one
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 20 s active · ×4 flak burst boost
ƒRepeats the flak burst pattern ×4 within each salvo - more clouds in the air over the salvo, at the same spots.

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Dispersion typeStandard destroyer
In practice: the baseline curve for a standard destroyer -- at max range (11.0 km) shells land in an ellipse about 97 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
vs standard DDStandard
The standard destroyer dispersion curve.
Max Horiz Disp97.4 m at 11 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1098230·8−0.51000+0.5)·30=97.4m
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp58.4 m at 11 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.4·0.6=58.4m
Shell scatter height @ 5 km24.8 m
How tall the scatter ellipse is at a fixed 5 km, from the same verified model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10982=5491 m, and radiusOnMax=0.6 at 10982 m. Below the kink: k=0.2+(0.5−0.2)·50005491=0.4732, so σV=σH·k=52.5·0.4732=24.8m.
Shell scatter height @ 10 km52.4 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10982=5491 m, and radiusOnMax=0.6 at 10982 m. Above the kink: k=0.5+(0.6−0.5)·10000−549110982−5491=0.5821, so σV=σH·k=90·0.5821=52.4m.
Med Horiz Disp29.2 m at 11 km
50%-hit horizontal radius: σH,50=σH·0.6σ =97.4·0.62=29.2m
Med Vert Disp17.5 m at 11 km
50%-hit vertical radius: σV,50=σV·0.6σ =58.4·0.62=17.5m
HE flight time @ 10 km5.84 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.21·0.12728·31.75=4.19×10−5. That runs from a 808 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
SAP Fragment Radius15
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Guns per full salvo (alpha, DPM)3
3 mounts × 1 barrels = 3; all 3 bear on the broadside.
Turret turn time4.5 s
180 degrees / 40 deg/s traverse speed = 4.5 s.
HE full-salvo alpha5,400
1,800 HE damage x 3 broadside guns = 5,400.
SAP full-salvo alpha8,100
2,700 SAP damage x 3 broadside guns = 8,100.
HE DPMInitial: 216,000 → 231,429
Zero upgrades: 5,400 HE full-salvo alpha x 60 / 1.5 s base reload = 216,000. All upgrades (Main Battery Mod. 3 = -10% reload): 5,400 HE full-salvo alpha x 60 / 1.4 s all-upgrades reload = 231,429.
SAP DPMInitial: 324,000 → 347,143
Zero upgrades: 8,100 SAP full-salvo alpha x 60 / 1.5 s base reload = 324,000. All upgrades (Main Battery Mod. 3 = -10% reload): 8,100 SAP full-salvo alpha x 60 / 1.4 s all-upgrades reload = 347,143.
Shells/minInitial: 120 → 128.6
Zero upgrades: 3 broadside guns x 60 / 1.5 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 3 broadside guns x 60 / 1.4 s all-upgrades reload = 128.6.
Fires/minInitial: 10.8 → 11.57
Zero upgrades: 120 shells/min x 9% fire chance = 10.8. All upgrades (Main Battery Mod. 3 = -10% reload): 128.6 shells/min x 9% fire chance = 11.57.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.9 s
1400 m / (66 kt × 2.6855) = 7.9 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed66 kt
Travel time to max range62.1 s
11000 m / (66 kt × 2.6855) = 62.1 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,200
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count4
4 launchers x 1 tubes.
Per-side salvo4 torpedoes
4 launchers × 1 tubes = 4, all to either side (centerline launchers train across - full salvo to either side).
Full-salvo damage66,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 16,700 = 66,800.
Per-side salvo damage66,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 16,700 = 66,800.

AA defense

AA DPS at max range95
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 2x2 -> 109 DPS @ 5 km; Far AA (?) -> 95 DPS @ 5.2 km.
Maximum AA range5.2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
AA DPS layered by range95 DPS @ 5.2 km, 204 DPS @ 5 km
@ 5.2 km: 95 from one family; @ 5 km: 109 + 95 = 204. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank204
109 + 95 = 204 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (5 km).
AA threat index1039
109 × 5 + 95 × 5.2 = 1039. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
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Ship Charts

Background

After the construction of the large and expensive Mitscher class of destroyers, the next series was supposed to be a more economical option. The main focus of the design was on anti-aircraft rather than anti-submarine defenses. The main armament was represented by automatic single mounts with long-barreled 5-inch (127 mm) guns. In the 1950s and 70s, USS Forrest Sherman participated in training exercises and ceremonial operations.

Armor Beta

Hull HP 24,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 1,245 (~5% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm≈ 18,675 (~75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)≈ 1,245 (~5% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–19 mm)no cap
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Exteriors

Skins & permanent camouflages

Every custom exterior Forrest Sherman can equip.

  • Forrest Sherman default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.