Forrest Sherman
Also called: 福雷斯特·谢尔曼 Beta- 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
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Forrest Sherman Community Stats
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Forrest Sherman Community Stats
Record History
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
+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.
24900 HP, top decile of Legendary DDs.
- High fire pressure · 10.8 fires
- Fast turret traverse · 40°
- Fast reload · 1.5 s
- Long-reach AA · 5.2 km
- Heavy Defensive AA flak
- Slow for the class · 33.9 kt
- Slow acceleration
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
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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.
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.
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.
Peers in this cohort
Compare Legendary DestroyersShow all 13 peers
Stats & specs
Customize in the Build Tool →ƒ
180° − 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.ƒ
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.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 40 deg/s traverse speed = 4.5 s.ƒ
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.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
1,800 HE damage x 3 broadside guns = 5,400.ƒ
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.ƒ
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.SAP shells
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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.ƒ
2,700 SAP damage x 3 broadside guns = 8,100.ƒ
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.ƒ
Estimate 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: .ƒ
50,100 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 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.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 3.01 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 16,700 = 66,800.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.ƒ
Effective 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.ƒ
Effective DPS: 31 raw aura damage × 3.5 × 1 hit probability = 108 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Medium 108 = 202ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
top 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.ƒ
Seconds 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (30.5 kt of 33.9 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 7.22 km + 2.0 km while burning = 9.22 km; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Air detectability 3.61 km + 3.0 km while burning = 6.61 km; matches the in-game 'Detect Fire Air' value on every captured ship.
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 ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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 ƒ
Repeats 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
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.The standard destroyer dispersion curve.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: (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.(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.Vertical dispersion ellipse height at max range: 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: at 0 m, at m, and at 10982 m. Below the kink: , so .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: at 0 m, at m, and at 10982 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: 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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).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.3 mounts × 1 barrels = 3; all 3 bear on the broadside.180 degrees / 40 deg/s traverse speed = 4.5 s.1,800 HE damage x 3 broadside guns = 5,400.2,700 SAP damage x 3 broadside guns = 8,100.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.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.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.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
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).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).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.4 launchers x 1 tubes.4 launchers × 1 tubes = 4, all to either side (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 16,700 = 66,800.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 16,700 = 66,800.AA defense
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.Longest-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: 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.109 + 95 = 204 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (5 km).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.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.
Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 19 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. |
| Stern | 19 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. |
| Citadel | 20 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. |
| Superstructure | 13 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.
Skins & permanent camouflages
Every custom exterior Forrest Sherman can equip.
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.
