Jump to content

Search the Community

Showing results for tags 'japan'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Update Notes
    • Public Test
    • Contests and Competitions
  • General WoWs Discussion
    • General Game Discussion
    • Developer's Corner
    • Community Contributor Corner
    • Support
  • Off Topic
    • Off-Topic
  • Historical Discussion
    • Discussions about Warships
    • Historical Discussions and Studies
  • Player's Section
    • Team Play
    • Player Modifications
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • Contest Entries
  • Contest Entries
  • New Captains
  • Guías y Estrategias
  • Árboles Tecnológicos
  • Fan Art and Community Creations
  • Community Created Events and Contests

Calendars

  • World of Warships Event Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 8 results

  1. The following is a review of Ashitaka, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of November 30th, 2017 No butt jokes here.. Quick Summary: A battlecruiser with great speed, amazing broadside firepower but garbage AA values, poor armour protection and some serious shell penetration issues. Cost: Bundles begin at $41.99 including a port slot. Patch and Date Written: 0.6.14.0, November 30th, 2017 Closest in-Game Contemporary Amagi, tier VIII Japanese Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Back in January of 2017, Amagi and Nagato received a significant quality of life buff. Their stock hull was being removed from the game. Now they would only need to research a single hull to upgrade their vessel. These ships were horrible to grind while stock -- not only did they have poor anti-aircraft armaments and long rudder shift times like other stock vessels, they were also forced to use guns with worse penetration values. Some players lamented that it was a shame to lose the distinct models. Indeed, their designs were quite recognizable. Wargaming made plans to return these ships as premiums, with Mutsu representing a modified A-Hull Nagato and Ashitaka representing Amagi. In both cases, these ships are downtiered in an attempt to balance their poor characteristics compared to their sister ships. Short of the gun layout and handling, Ashitaka is night and day different from Amagi in terms of overall performance. They may be related, but they're very different craft. Liking one will not guarantee you like the other. PROs Heaviest main battery broadside firepower at her tier. 410mm guns are capable of overmatching the bows of any ship tier VII or lower. Fast, with a top speed of 30 knots Reasonably good rate of turn at 4.0º/s Straight forward game play -- no gimmicks, just gunnery. Option of purchasing the Makoto Kobayashi camouflage with its improved economic bonuses. CONs Weak belt armour, with only 254mm of protection. Long (31.0s) reload on her main battery guns. Poor penetration values on her AP shells. Large turning circle of 870m. What anti-aircraft firepower? Enormous surface detection range. Wargaming has succeeded in seriously pissing me off. I'm going to try and remain objective here, but if a little more snark comes through this review than intended, you'll have to forgive me. This review is being put together under exceedingly short notice. A special thanks to KJar, Lert, Pigeon_of_War and the Wiki-staff for keeping me sane through this crunch time. Options Depending upon the bundle purchased, Ashitaka comes with two different camouflage patterns. This mirrors the release of Battleship Kii in September of 2017. Otherwise, there are no surprises here. Consumables: Damage Control Party Repair Party Module Upgrades: Four slots, standard non-American battleship options. Premium Camouflage: Ashitaka's default camouflage is the standard Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Makoto Kobayashi -- Ashitaka camouflage provides 100% bonus experience gains, -50% to the post-battle service costs, +20% bonus credit earning, 3% reduction in surface detection and 4% reduction in enemy accuracy. For your upgrade choices, it's more straight forward than ever. Start with Main Armaments Modification 1. Next, take Damage Control Modification 1. After that, there's no point on taking anything other than Aiming System Modification 1. And cap it all off with Damage Control Modification 2. There are no Special Upgrades worth installing on Ashitaka at this time. Firepower Primary Battery: Ten 410mm rifles in an A-B-X-Y-Z configuration. A&B turrets along with Y&Z turrets are superfiring. Secondary Battery: Sixteen 140mm guns in casemates and four 120mm guns in single deck mounts. It's hard to argue with the problem solving capabilities of ten 410mm naval rifles. On paper, Ashitaka has the largest main battery armament of any of the tier VII battleships, outshining the ten 356mm armed King George V-class battleships. The broadside firepower that Ashitaka dispenses will end worlds. This is a ship that faces puny little Omaha, Emerald and Königsberg-class cruisers, for crying out loud. If you can catch a cruiser with all ten of these guns, there will be nothing left of them but a bad smell. This similar weight of firepower can be downright disastrous for destroyers too. Even a couple of overpenetrating hits will gut a lolibote and leave them regretting their life decisions. I am sure you could all smell the 'but' coming. These aren't your Amagi's 410mm guns. Well, they are -- they're just not using the same AP shell. Like Battleship Mutsu before her, Ashitaka makes use of the 410mm AP/APC Type 88 shell instead of the Type 91 shell found on battleships Nagato, Amagi and Kii. Let's take a look at what differences this entails: The kick in the pants that everyone will focus on are her penetration issues. With her lower Krupp rating, Ashitaka's shells not only lack penetration power, they're also more likely to shatter against thicker armour plate. In practice, Ashitaka's AP shells behave very similarly to the 356mm shells of the King George V-class, keeping comparable penetration power up to about 15km. Beyond that, Ashitaka's performance begins to fall noticeably behind. So let's go back to gloating about kicking the butts of Omaha, Emerald and Konigsberg-class cruisers for a moment. The other side of the coin here is that she'll also be trying to penetrate the armoured belts of Izumo, Iowa and Friedrich der Große-class battleships at range. You can imagine how well that's going to go over. Veterans of the Royal Navy battleship line -- true veterans; the ones that were playing HMS Warpsite and HMS Hood before the rest of the fleet showed up, will well understand the challenges presented here and know the work around. Ashitaka needs to aim for the upper belt and hull of enemy battleships at range to inflict damage. Similarly, she needs to abandon the idea that she can inflict citadel hits on any battleship that's same tier or higher at anything beyond 12km. Going for these upper hull shots can still yield some impressive damage totals, but it takes practice and patience to adjust your gunnery habits. Ashitaka's slower reload time makes any bounces and ricochets feel especially punitive, however, and it can be an exercise in frustration. Even good aim will not always avail you -- these are battleship caliber guns after all, with battleship dispersion and 1.8 sigma. Unlike the tech tree Royal Navy battleships, Ashitaka doesn't have the increased penetration to make spamming HE an attractive counterpoint to trying to bullseye ships with AP. These are issues that have plagued HMS Warspite, Hood, and Mutsu. Players should know what to expect by now. DPM and Penetration values for AP shells. AP penetration values are taken from Wargaming's own Armada videos. Ashitaka, Nelson and Colorado penetration values are a best estimates using available data. Backing up the mixed performance of Ashitaka's main battery guns is a heavy secondary gun battery of equally mixed performance! Hooray! This comes with a 7km range and a 10-gun broadside. However, you're not going to want to specialize too heavily into this armament. The rate of fire on Ashitaka's weapons are on the slow side. What's more, the 140mm casemate guns which form the lion's share of her firepower shoot an AP shell, not HE. Boo-urns. Still, these guns will surprise you. I stuck a secondary-specialized commander into Ashitaka and quickly hoovered up a pair of Close Quarter Expert medals for killing a Farragut and Atlanta. So it's not like they don't have their uses. Summary: Her guns aren't as bad as their penetration values might otherwise indicate. Her slow reload doesn't help matters, though. Her secondaries look more threatening than they actually are. Concealment & Camouflage Base Surface Detection Range: 17.28km Air Detection Range: 13.71km Minimum Surface Detection Range: 14.41km Detection Range When Firing in Smoke: 16.9km Main Battery Firing Range: 19.88km Surface Detection Rank within Tier: Last out of nine battleships Surface Detection Rank within Matchmaking: Tied for 37th out of 39 battleships with Friedrich der Große and Amagi. You're visible from space. Anti-Aircraft Defense AA Battery Calibers: 120mm / 25mmAA Umbrella Ranges: 4.5km / 3.1km AA DPS per Aura: 10 / 74.9 No. Just... just, no. I cry every time. Manoeuvrability Top Speed: 30.0knotsTurning Radius: 870mRudder Shift: 14.9s Maximum Turn Rate: 4.0º/s Tier VII is a fun tier for battleships. This where most of the nations find their running legs (except 'Murica, who shows up late for the war again). The average top speed at this tier is 27.8 knots, buoyed on the high end by Hood and Gneisenau at 32 knots and held back by Colorado at a mere 21 knots. This makes Ashitaka's 30 knot top speed look very attractive. It allows her a great deal of flexibility not often enjoyed by mid tier battleships. She can easily keep up with the flow of battle and redeploy as needed. She is unfortunately cursed with the second largest turning circle at her tier, with only Hood's 910m being worse. The next closest is Gneisenau at 830m. This isn't a ship that answers her rudder quickly. Her rotation rate is on the slow side, though she is better than the slugs Nagato and Nelson which truly drag their heels due to their lower top speed. Still, Ashitaka is going to struggle to dodge incoming fire with anything less than a 7 second aim time. Varying her speed as well as her heading is going to be needed to attempt to avoid long distance volleys and even then she's not going to pull it off easily. DurabilityHit Points: 59,400Maximum Citadel Protection: 254mm +70mm turtleback Min Bow & Deck Armour: 25mm Torpedo Damage Reduction: 25% Hull armour protection. There is an absolutely tiny strip of 203mm armour on the bottom of the 254mm belt well beneath the waterline. While Ashitaka's durability isn't good, it's not as bad as it could be. Ashitaka is about 1,000 hit points (or about 2%) shy of the average total at her tier now that Colorado has been propped up to acceptable level, so this isn't terrible. The real concerns are her armour values. Ashitaka is a wet dream for any light cruiser using Inertial Fuse for HE Shells. The whole expanse of the ship from bow to stern, with the exception of her belt and gun turrets, is kerosene soaked HE pr0n, never exceeding 25mm in thickness. She's such a large target with little in the way of superstructure to get in the way of the fall of shells. Cruisers (and even some destroyers) will trip over themselves to be the next in line to shoot you. As guns increase in size, it doesn't get much better. Her belt armour caps out at 254mm at the waterline tapering to a 203mm thickness beneath the surface. Unlike Nagato, she does not have an extended belt stretching to cover her bow, though she does have one towards her stern where the armour thins over her steering gears to a 'mere' 229mm. This makes it difficult for her to angle against incoming battleship shells without risking them overmatching her thin prow and hammering into her magazine. Oh, that's worth mentioning -- Ashitaka's citadel raises up over the waterline beneath her A & B turrets. What's more this raised area is entirely composed of her forward magazine; because reasons. This means that any citadel hits punching into your bow are likely trying to cook off your ammunition. Time will tell if Ashitaka pops more often than other battleships. The only spot of good news is that most of her armour protection against AP dive bombers is too thin to arm the fuse. The exception to this are the 70mm turtleback areas that will arm the bombs and result in Ashitaka taking full out citadel hits from the attack. This should be rare, however. But given her poor anti-aircraft firepower, it's not like the enemy carriers are going to be lacking surviving aircraft to give it another go. Tightening up Amagi's A-Hull The one consolation with Ashitaka -- skills don't make her subsystems a whole lot better. This means you can focus on a survivability build with a clear conscience. Here's your first 10 skill points: Start with Priority Target. Grab Adrenaline Rush to try and hack at that 31s reload time. Take Basics of Survivability. Finish it up with Fire Prevention. For your next nine points, take Concealment Expert so you're only visible from low orbit instead of across the solar system. Grab either Superintendent or Vigilance (your choice). And finally take Expert Marksman to get your guns twirling faster. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Ashitaka doesn't reinvent the wheel. Protect your citadel. Fire pew pews at the enemy. The only real bump in the road is learning to make use of the lower penetration on her AP shells. Skill Ceiling: Low / Moderate / High / Extreme Ashitaka has speed and firepower. That's recipe enough for skilled players to cause a lot of havoc. However, there's only so far skill will take you on Ashitaka. She's too big to hide. She can't effectively angle against most battleship opponents. This leaves you with out-trading your opponents and for that, you're reliant upon your aim and RNGesus. If she had a single universal ammo type, I could drop this down to 'low'. Mouse's Summary: Ten guns really does solve a lot of problems. So does having a good top speed. It's just a shame about all that other stuff... Ashitaka isn't a good battleship. Firepower solves a lot of problems in World of Warships, and Ashitaka has a healthy helping of that. Were her guns firing the Type 91 AP shell found on Nagato, Kii and Amagi, I don't think there would be any real debate on her viability as a battleship. As it is, the Type 88 shells have a reputation -- one I feel is slightly exaggerated and undeserved. While they are obviously somewhat lacking, they are not unserviceable. It's the inconsistency of their performance which causes them to be so demonized. And let's be fair -- battleship reloads are long and each volley already feels like a roll of the dice. A series of shatters at the wrong time will feel downright punitive and that's an understandable deal breaker for some. So while I may wish for better shells, that leaves me to take a frank appraisal of everything else she has to offer. Her range is adequate. Her gun handling isn't terrible. Her accuracy is okay. Her secondaries are fun but forgettable. She's fast -- I like fast ships. Fast ships provide flexibility and flexibility wins games. Her concealment and durability have a lot to be desired though. Are these last two elements combined with her shells enough to condemn her to wallow with the likes of Huanghe, Krasny Krym and Oleg? I honestly don't believe so. Ashitaka isn't a trashbote. She's not good -- I think we can all agree she's not incredibly advantaged. She pays very dearly to have access to ten 410mm guns at tier VII, so dearly I would struggle to recommend her, even though I know she can and will perform in the right hands. Ashitaka's armour and durability need to be weighed against her offensive power. She's fragile for a battleship, admittedly -- but is she so fragile she can't survive long enough to deal reasonable amounts of damage? We've looked at her guns and her armour. Top tier, she can bully with the best. Her armour's proof enough against 356mm guns or smaller. But she does not up tier well. It's funny, but t I think the A-Hull Amagi was better. At least she had 32mm of bow armour. Would I Recommend? Ashitaka "becomes worthwhile" with the Makoto Kobayashi camouflage. Now, I was reluctant to describe it this way as it prompts players to fork out an additional sum in order to prop up an otherwise flagging premium. However, it would not be fair to fail to mention the merits. With this camouflage, she joins the ranks of Kii, Prinz Eugen and Missouri as an incredibly profitable premium ship. Missouri still wins out, but Ashitaka will make bank for those looking for a credit earning ship. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. In the close-range encounters typically found in Co-Op and Operations, Ashitaka thrives. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. I'll give her a pass here. For the money, you could take Kii or Mutsu -- one being cheaper and the other arguably more effective against everything within her matchmaking spread. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. What are you, nuts? No. Go away. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. The Makoto Kobayashi camouflage adds a fun collector's element to this ship. Yeah, I could see people justifiably wanting her for that if they were a fan. For Fun Factor: Bottom line: Is the ship fun to play? No. Go away. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  2. This game just gets sillier each time there is a change. No Japanese naval aircraft used unguided (or guided) missiles during WW2. None. Yet because American aircraft used them (the HVAR) from the middle of 1944 and on into the Pacific theatre until VJ-day we now see WG equip the Japanese carrier aircraft with some fictional missile. No doubt this will be for "balance". As I said....sillier and sillier.
  3. A friend of mine compiled most of the United States Navy Technical Mission to Japan from the now defunct Fischer-Tropsch Archive so that people can navigate it again in one location. https://pacificwararchive.wordpress.com/2018/04/21/reports-of-the-u-s-naval-technical-mission-to-japan-1945-1946/ He is also working on the European one now. https://pacificwararchive.wordpress.com/2018/04/21/records-of-the-u-s-naval-technical-mission-in-europe-1944-1947/ Edit: He has added a fair amount of the Pacific portions of the USSBS to the blog now. They were mostly pulled together from the Japan Air Raids website, but he made them far easier to pick through here. https://pacificwararchive.wordpress.com/2018/11/15/us-strategic-bombing-survey-pacific-war/ Edit 2: He is now working on the Japan Monographs. At first he will be filling in the Monographs that HyperWar doesn't already have up. https://pacificwararchive.wordpress.com/2019/01/27/japanese-monographs/
  4. The following is a review of Asashio, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of April 15th, 2018. Abandon all hope, all ye of heavy displacement. Quick Summary: A stereotypical high-tier Japanese destroyer with specialized, 20km-range deep water torpedoes that make battleship players wet themselves with terror and unicum rage on the Forums and Reddit. Cost: Undisclosed at the time of publishing. Patch and Date Written: 0.7.3, April 9th to 15th, 2018 PROS: Powerful torpedo armament. Enormous damage potential per torpedo hit at 20,967hp per unmitigated strike. Highest flooding chance in the game at a base value of 436% per torpedo hit. Her fish are fast (67 knot), long ranged (20km) and stealthy (900m detection) Excellent gun fire angles. When rigged for concealment, she can get her surface detection down to 5.37km. Access to a Torpedo Reload Booster consumable without sacrificing her Smoke Generator (!). Easy to learn and she makes scoring big damage totals trival. CONS Smallish hit point pool of 15,100hp. Slow firing guns with a 7.1s reload time. Sluggish turret traverse at 6.9º/s (26.1s for 180º). Torpedoes can only engage battleships and aircraft carriers (!!) Laughable AA defense. Slow for a high tier destroyer with a top speed of 35.0 knots. Matchmaking significantly affects the ability to influence a match in a positive way. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Asashio is a paradox. She is, simultaneously, one of the easiest and the most difficult destroyers in the game to play. This is a destroyer where a novice can score huge damage totals. It's also a destroyer where veterans are challenged to use every trick in their arsenal to get a win. Unlike other "easy to learn, difficult to master" ships, Asashio doesn't present a high skill curve. She presents a wall. Asashio's over specialized torpedo armament is terrible -- effectively limiting your tool kit so much that you cannot effectively engage two-thirds of the enemy roster. While she easily farms damage and kills on battleships, influencing the overall outcome of a close match is near insurmountable without a hell of a lot of skill and game knowledge. Thus, there are two tiers to Asashio game play and some players simply are not skilled enough to make her work in these situations. - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Most of Asashio's ratings aren't up for debate. She is the at stealth at her tier, bar none. Nothing is sneakier though some do have competitive Vision Control. Her anti-aircraft firepower is so as to be laughable. While she rates in both agility and durability, she only just manages to eke out these evaluations. She's on the very low-end for both and the introduction of another agile or another tough ship would knock her down into the rating. Where the debate will reside, if anywhere, is how to categorize her offensive capabilities. No one would argue that among the tier VIII destroyers, she has the firepower against battleships. At the same time, her firepower against cruisers and destroyers is downright . I give her the evaluation as a result -- a middle-ground compromise though her in-game performance may fluctuate wildly based on target availability. Options Consumables: Asashio has four consumable slots. Her Damage Control Party is standard for a destroyer. In her second slot, she has a standard Japanese Smoke Generator. This has a 28 second emission time and each cloud lasts for 89 seconds. Asashio's Engine Boost is standard. And finally, she rounds out her consumables with a Torpedo Reload Booster. This reloads her torpedoes in 8 seconds like Kagero, Harekaze and Yugumo. Unlike many other IJN destroyers, you'll note that Asashio does not have to choose between this consumable and her Smoke Generator. Upgrades: Five slots, standard destroyer upgrades. In your first slot, take Magazine Modification 1. You're a destroyer. You explode violently often. Next up, take Propulsion Modification 1. Speed is life for a destroyer and this will help keep your engines in the game. or Aiming System Modification 1 is optimal, providing a small improvement to your dispersion and accelerating the rotation rate of your torpedo tubes. Alternatively, you can try to correct her sluggish turret traverse with Main Battery Modification 2 at the cost of her already abhorrent rate of fire. Propulsion Modification 2 is generally preferred in slot number four. This gives improved acceleration from a dead stop. Asashio will spend some time parked within her own smoke and the extra pep in her engines is welcome. This is a no-brainer for most. Concealment Modification 1 will help her reach her maximum level of concealment. Black becomes green. Blue becomes black. White turns to more-different white. Thanks, Yamamoto collection! Camouflage: Asashio comes with Type 10 Camouflage. This provides a 10% reduction to repair costs, a 50% bonus to your experience gains, a 3% reduction in surface detection and a 4% reduction in enemy accuracy. Similar to Atago, this camouflage starts off with a blue pattern, but you can change it to green if you've completed the Yamamoto Uniform collection. Firepower Main Battery: Six 127mm rifles in 3x2 turrets in an A-X-Y superfiring configuration. Torpedo Armament: Eight torpedoes in 2x4 launchers. Asashio has a singular designed purpose: to make the two principal warring factions on the World of Warships Reddit, the BBabies and the DD-Mafia, down-vote each other into oblivion. Wargaming knows that by doing this they can eliminate their two most vocal detractors, or at least keep them distracted long enough to finally get around to balancing Aircraft Carriers without interruption. TORPEDOES Asashio will slaughter your battleships without remorse and there's not much you can do to stop her. Asashio's tools of destruction are a pair of quadruple torpedo launchers mounted amidships. These have excellent fields of fire, a horribly long reload and they break often when you look at them funny. All of this is pretty standard fare for Japanese destroyers. What makes Asashio so special is that she effectively mounts the equivalent tier X, Shimakaze warheads two tiers lower. They are blisteringly fast, ridiculously long ranged and have enough striking power to end worlds. Wargaming has "balanced' this (ha!) by modifying them into a Deepwater variant -- because zero reaction time is what makes facing torpedoes fun and fair. This Deepwater thing has two components. First, it limits the number of targets that can be hit. Destroyers and Cruisers need not fear Asashio's torpedoes at all. She's utterly incapable of striking them. She is instead limited to damaging aircraft carriers and battleships. Given the logistical nightmare of encountering an aircraft carrier in the modern meta, Asashio therefor has a rather myopic fixation on nuking dreadnoughts. You can allay any fears you may have had about poor Asashio's success rate with landing hits, though. The second part of Deepwater torpedoes is their tiny surface detection. Asashio's fish are only spotted at a range of 0.9km. With the added nerf to aerial detection, her torpedoes can safely run their full track with little fear of being seen until it's too late. Short of preëmptive WASD hax, battleships do not have enough time to avoid Asashio's attacks if they wait until they're spotted which all but guarantees hits for well-aimed strikes. Even stacking anti-torpedo skills and modules does little to help. It's only those battleships with the Hydroacoustic Search consumable that have any hope of belatedly dodging Asashio's fish, and even then, Vigilance is almost a must. You have no real hope of trying to dodge Asashio's torpedoes in a battleship if you're only reacting the moment you spot them. Only those battleships with the Hydroacoustic Search consumable can afford complacency. Duke of York (tier 7), Bismarck (tier 8), Friedrich der Große (tier 9) and Großer Kurfürst (tier 10) are only ever safe while their consumable is active, however. The Two Layers of Stupid Asashio double-stacks the stupid with two scoops of insanity. Mindfuc ... er, "Vigorous Sexing of the Brain" the First: Asashio has a 20km range with her torpedoes. Alright, so Asashio has ridiculously long ranged fish. The implications of this are pretty horrifying when you stop to think a moment. With her 112s reload (which reduces down to 100.8 seconds with Torpedo Armament Expertise), Asashio is making her first cross-map launch before anyone has finished deploying. This means that in the opening minutes of a match, from the moment they are spotted, battleships must anticipate incoming torpedoes. Most battleships have scarcely moved beyond their starting location by this time and may only be taking their first speculative, long-range shots at their counterparts. There is unlikely to be any effective torpedo detection screen between them and this first salvo from Asashio, so battleships must begin evasive manoeuvres within the first two minutes of a match or risk taking torpedo hits. The travel time for Asashio's 67 knot torpedoes is less than two minutes to their maximum range. Battleships must make course adjustments with this 100 second reload timer in mind -- every minute and a half, change course and heading. The other element Asashio's ludicrous reach allows for is taking advantage of the Torpedo Acceleration skill without losing significant amounts of range. Asashio with Torpedo Acceleration now has 72 knot torpedoes at up to 16km, further reducing reaction times. This greatly increases their threat and this does very little to limit their practicality in long-range engagements. The only salve to all of this is that the gaps between torpedoes at very long ranges are huge. It is unlikely that more than a single torpedo will hit per launcher at ranges of 15km or more, even if they're perfectly aimed with a narrow spread. Asashio players that insist on trying for these Hail Mary shots will not prove very effective in the long run. But, of course, Wargaming thought of this, which leads us to... Vigorous Sexing of the Brain the Second: Asashio has access to the Torpedo Reload Booster consumable. If you thought there was any pretense of making this fair, Asashio can double-up on her torpedo drops every four to six minutes, allowing her to go Super-Saiyan and turn into a blonde-haired Shimakaze for a moment. Within 9 seconds, she can dump a full sixteen (!) torpedoes, dispensing a veritable "wall of skill" for battleships to face. At long-range, this increases the likelihood of landing multiple hits -- though usually no more than four on a single target. But that's not the real danger presented by this consumable. It's far more deadly when used to space out torpedo hits so that they land in between uses of the battleship's Damage Control Party. It's all but guaranteed that if one of Asashio's torpedo hits causes flooding that battleships will immediately patch this up. By waiting a mere 10 or so seconds to launch their second wave of torpedoes after the first, any follow-up hits are likely to stack the dreaded damage over time effect. And if you thought your anti-torpedo defenses on your Yamato-class battleship would keep you safe, I have news for you... Asashio Doesn't Care Whatever pretty little torpedo defense you think your battleship has, Asashio doesn't care. She's blessed with the highest flooding chance in the game. Even when facing targets with the best torpedo damage reduction and striking them directly on their anti-torpedo bulge, she is still likely to open them up to sea water and cause critical flooding. You know you're dealing with a monster when some of the best-protected ships in the game can't prevent flooding two-thirds of the time. This makes follow-up strikes much less of a gamble. Even a lone torpedo can doom a battleship to slowly hemorrhage up to 60% of their hit points. The inclusion of Torpeedo Reload Booster to Asashio's arsenal is that much more dangerous because of this fact. It's a damn good thing that her torpedoes don't override the damage mitigation provided by TDS as well or we'd have words. Asashio has the best flooding chance in the game currently. Even with maximized TDS, most battleships are very likely to take flooding critical hits. Even Kagero's torpedoes don't compare. Großer Kurfürst, Friedrich der Große, Lion, Iowa, Missouri, Kii, Nagato, Ashitaka, Dunkerque, Tirpitz, Bismarck, Monarch, Gneisenau, Scharnhorst, King George V, Duke of York, Mutsu, Warspite, Queen Elizabeth, North Carolina, Nelson, Bayern, Lyon, Hood, and Normandie have zero chance of preventing Asashio from flooding them. The absolute minimum torpedo defense system a battleship requires (before upgrades) to prevent flooding is a 28% reduction. Less than that and your TDS is trash. Torpedo Summary Asashio has some great torpedoes. They're so good in fact they outright negate most defenses battleships can take to mitigate them. Unless your battleship has a minimum of 28% base torpedo protection, Damage Control Modification 1 does nothing to increase your chances to mitigate flooding. Target Acquisition Modification 1 and Vigilance will not give enough warning to help avoid Asashio's torpedoes. Only Hydroacoustic Search does. Asashio's torpedoes are, by design, a hard counter to battleship play. It's too bad that's all they're good for. GUNS! To the detriment of many a team reliant upon Asashio doing more than farming damage off battleships, Asashio's guns will be a mere afterthought. Short of Akizuki, no other Japanese destroyer is as dependent upon her main battery armament for her success as Asashio. With her torpedoes so heavily specialized, proper management of her guns is absolutely critical for helping your team win. Ignoring or dismissing them will cost you many games. You cannot (and must not) ignore destroyers and cruisers in favour of making battleships poop themselves with rage. Like it or not, you're going to have to use your guns in Asashio if you want to succeed. For such a critical weapon system, they suck moose balls. Her gun armament is almost identical to that of a fully upgraded Kagero or an A-Hull Harekaze. The only difference is range where Asashio enjoys an extra 1.6km reach. While this does give her a larger surface detection bloom when she opens fire, the extra distance is quite welcome given the different targets you will have to attack with these guns. While they have excellent ballistic arcs and shell performance, they are utterly lacking in rate of fire and damage output. Their traverse rate is horribly sluggish. You cannot and will not enjoy firepower superiority over anything short of select lower-tier IJN destroyers, and then only if your guns are already facing in the right direction. Yet, you will be repeatedly asked (and expected) to take on the likes of Bensons, Fletchers and Khabarovsks in Asashio if you want to win. The nightmare scenario for Asashio is to find herself in end-game of a close match facing a hale and healthy cruiser or destroyer. To this end, aggressive plays with her guns are often a necessity early on in engagements where friendly ships can help secure a kill or drive off enemies. However, these attacks are not without their risks and attempting them at the wrong time against the wrong target will simply make you look foolish. Make use of smoke and every cheap tactic you can imagine. Join fights late to preserve your own hit points and take pride in whatever licks of damage you can get in. You don't want to have to do this on your own late in a game. Asashio's guns are utterly ill-suited for the heavy lifting that's asked of them, but they're all you've got so make the most of it. Asashio isn't outgunning any of her contemporaries without help. So this is the part where I'm supposed to tell you that disparity of the two weapon systems creates some semblance of fairness. I'm not gonna. The asymmetry of the power level between Asashio's guns and torpedoes does make an interesting case study on the subject. My own opinion is that Asashio is decidedly lopsided -- downright comically so. This is a ship whose success can largely be attributed to team Matchmaking. If there's a lot of battleships on the enemy team and not many destroyers, you'll have a great game and likely come out as MVP if you time and aim your fish correctly. When it's not, most players will fail their teams utterly and it's really not their fault. In this regard, Asashio is best compared to HMS Conqueror, the tier X Royal Navy battleship. Armed with twelve 419mm guns spamming nothing but HE shells, Conqueror often tops the team lists and gives the illusion of being an absolute rock-star. No enemy battleship can stand against Mega-Zao (thank you, Flamu, for that wonderful name). Similarly, no battleship stands any kind of chance against Asashio. Facing either of these monsters is not fun. However, they won't win as many games as their ridiculous damage totals indicate they should. Short of an early Devastating Strike or gutting several battleships at once, Asashio's influence is surprisingly limited. I cannot stress this enough, and it will be difficult for some players to reconcile -- Asashio's armaments are as controversial and heavy-handed as Royal Navy battleship HE. They will seem to contribute far more to team success than they actually do. For some players that are just looking to get some big damage numbers, Asashio will be a dream boat. For those where winning is more important, Asashio is a liability if Matchmaker is unkind. The more I played Asashio, the more I began to appreciate and value gun-kills over torpedo kills. I loved the challenge of contesting and battling over cap circles. My torpedoes farmed some easy damage, credits, experience and complete missions (often with trivial levels of difficulty), but the real battle was taking on and besting enemy destroyers and cruisers with her artillery. For high-end play in this ship, it's all about how and when to use her guns rather than maximizing her torpedoes which I find delightfully ironic. This isn't easy and this isn't for everyone. If you prefer, you can just mindlessly dump fish into battleships at the cost of objectives and winning. It's what everyone is expecting you to do. Summary Asashio's torpedoes are brainless easy-mode. Asashio's torpedoes will not win you games. You're going to have to use your guns if you want to win. Often a lot. And it's not always going to work out for you. Evaluation: What it would have needed to be : I was really on the fence with this one. I almost bumped her up from a rating, so it's not going to take much to upgrade. Faster firing guns alone would probably do it. If her torpedoes became even more versatile she'd be so broken it's not even funny. Defense Hit Points: 15,100hp Maximum Protection: 20mm gun turrets. Minimum Extremities & Deck Armour:19mm Red bars are not to numerical scale (just to feels scale). For those without feels: You're an inhuman monster. Evaluating destroyer durability is pretty straight-forward. At tier VIII, there's only one destroyer with a gimmick and that's USS Kidd with her Repair Party. All of the other destroyers conform to the norms found at tier VIII, with 19mm worth of armour covering the hull and deck and 13mm superstructures. Thus comparing them is simply a matter of looking at hit point totals and lining them up from best to worst. Kidd wins out with the third highest overall hit point pool and her mutant healing powers. Asashio doesn't come out well in this line up, truth be told. She's not as as Harekaze and she even beats out Loyang, but it would be a mistake to think that she's in a good place. She's just not strong enough to trade with enemy destroyers at her tier. All of those problems with her guns compound because she's just not tough. In order to have any chance of staying alive, it's imperative that you invest in Survivability Expert to give Asashio an additional 2,800hp. While you're likely to meet opponents who have the same skill, in those encounters where you bump into someone without, this can make all the difference. Evaluation: What it would have needed to be : Kidd's Repair Party or 5,000 more hit points. Asashio is nowhere close to being in this category. Agility Top Speed: 35.0 knots Turning Radius: 640m Rudder Shift Time: 3.6s Maximum Rate of Turn: 7.0º/s How to have not-terrible agility at tier VIII: Stand next to ducky. Bonus points if it's a static bot. This works well for tier VII battleships too, though they must stand next to Colorado. All jokes about Akizuki aside, Asashio's agility is not in a good place. Her 35 knot top speed is slow for a destroyer. Once outliers are removed, 35 knots is among the slowest top speed you'll find within her Matchmaking spread. She's not alone at this value, rubbing shoulders with the likes of Fubuki and Shinonome at tier VI, Mahan at tier VII, Kagero at tier VIII and Black at tier IX. Combined with her large(ish) turning radius of 640m and Asashio doesn't come about particularly quickly. She's no slug, but she's definitely no American DD. This package of traits is nothing new. Most IJN destroyers share the same combination of lackluster traits which makes them vulnerable to being run down by enemy gunships and it complicates avoiding aircraft. This is definitely one of Asashio's weaknesses, but it's not an exaggerated or crippling weakness to be sure. Evaluation: What it would have needed to be : Asashio is only because Akizuki is also a tier VIII destroyer. She's right on the cusp of being . To get her out of the doldrums, she would really need something special here, like an extra five knots of speed at the very least and more perks besides. Anti-Aircraft Defense AA Battery Calibers: 25mm AA Umbrella Ranges: 3.1km AA DPS per Aura: 10 Please note the sarcasm. Evaluation: What it would have needed to be : Not allowed. This is the fulcrum upon which all Asashio balance is based. Honest and for true. I mean it for realsies, guys. Refrigerator Surface Detection Range: 6.84 km Air Detection Range: 3.78 km Minimum Surface Detection Range: 5.37km Concealment when Firing in Smoke: 2.55km Asashio is not only the stealthiest destroyer at her tier, she's the stealthiest destroyer within her Matchmaking spread. While she is matched by Kagero and Harekaze for surface detection, Asashio squeaks out a smaller aerial detection on top of this. Now this is really splitting hairs, given that it's a paltry 60m, but still. For a destroyer that boasts upwards of a 14.63km stealth-launching window for her torpedoes, her surface detection range looks like complete overkill, but it's not. It's one of the few tools that gives Asashio any pretense of supporting her team, should her player be so inclined. Like IJN destroyers, Asashio has the stealth advantage and can usually spot enemy destroyers before being spotted in return. The safety window for doing this is tiny in some cases and always full of risk. Short of tripping over some of the biggest thunder-chunkers masquerading as fellow lolibotes (Khabarovsk, I am looking at you), there's often not time enough to turn away before being seen in return. Given Asashio's weakness to winning one versus one engagements, it's imperative to capitalize on these early encounters when there are still friendly guns around to provide backup. Don't be shy of sacrificing a few hit points to help ensure that an enemy lolibote gets wrecked. Don't be so quick to reach for your Smoke Generator either -- try to force the enemy to smoke up first and keep providing eyes for your team. As wonderful as Asashio's dominance of stealth is, she doesn't have everything her own way. She cannot scrape off enemy aircraft to save her life which can easily keep her perma-spotted. In addition lots (and lots) of radar / sonar equipped ships would love to trip over a vulnerable Asashio. Once they get on your butt, you're in for a rough time. Evaluation: What would have to happen to DOWNGRADE to : This is much closer than it looks, with Loyang being an easy contender for the best at her tier and Harekaze & Kagero sharing functionally the same concealment. While Asashio dominates in stealth, Loyang combines reasonable concealment with her totally-not-overtuned-in-the-slightest Hydroacoustic Search with its extended range. How to Help Control the Battleship Overpopulation Asashio makes a great trainer for higher tiered IJN destroyer commanders, though she may not be ideal for lower tiered ones. The following is the ideal build for Asashio. Feel free to follow along using ShipComrade's Captain Skill Calculator to try out various test builds. Start with Priority Target. This skill has lesser value in IJN destroyers (if you're seen, it's pretty safe to assume everyone is shooting at you), so I would value Preventative Maintenance with equal weight here. You're still a destroyer, so Last Stand has the highest value at tier 2. Next up, take Torpedo Armament Expertise. This will drop your reload time from 112 seconds to 100.8 seconds. For your 10th skill point, Concealment Expert shouldn't surprise anyone. And finally, double back to tier 3 and take Survivability Expert to boost up your hit points from 15,100 to 17,900. After this, it becomes a question of choosing between some high value skills between your six remaining skill points. At tier 2, Torpedo Acceleration is of the highest value, with Adrenaline Rush and Expert Marksman following in order. At tier 3, Basic Fire Training is of higher value than Superintendent. At tier 4, Radio Location is invaluable for influencing vision control. Between these six skills, distribute your six remaining points as you choose. During play testing, I used a 15 point commander that took Torpedo Acceleration. Development Version 1.0 She began life in late December of 2017. Her first iteration was little more than a Kagero-clone in terms of game play. The reactions to her announcement were... well, they were to be expected. Version 2.0 Fast forward to early February and we received a new version of Asashio. She acquired her now infamous Deepwater Torpedoes and her Torpedo Reload Booster no longer competed with her Smoke Generator. I had a lot of fun playing this version of Asashio. I admit, I gave her a big ol' thumbs-up during my first few times out in her and she kept right on delighting me. The honeymoon I was having with her was short-lived, however. A week later and I began having concerns that she was a little overtuned as it was far too easy to damage battleships, though I admit this view was narrowly focused. Not all the other testers were enjoying the same level of success. Version 3.0 Two weeks after version 2.0, we received the third and what would prove to be the final version of Asashio. She received a slight increase in the surface detection of her torpedoes. This change would not significantly affect her performance. This brought her gun handling and rate of fire to the same level as Kagero. This opened up the possibility of engaging lower tiered IJN destroyers in uneven gun fights. It was clear that Wargaming wanted a battleship hunting monster and that was the ship Asashio was to become. My views would mellow out over time, however... Final Evaluation Mouse's Summary: Asashio won't break the game. When you look at her analytically, she's not a very competitive destroyer all told. The current battleship-heavy meta empowers her. She's only as good as the persistence of that environment. Asashio, by her very design, will polarize opinions. She is very good at being simultaneously a battleship assassin and a punching bag for cruisers and gunship destroyers. This is a ship built upon the principle of no counter-play, exaggerating the old paper-rock-scissors design of 2015. Dreadnoughts that are alone and/or exposed or those that are sailing predictably at long-range are going to get punished and punished hard. One on one, they also stand no chance. Similarly, there is very little Asashio can do to an enemy gunship destroyer or cruiser that wants her booty when she's caught without support. She is, in all aspects, a comical exaggeration of the IJN destroyer stereotype, for good and for ill. I do not see her being much different from a less versatile version of an old-timey Shiratsuyu or a similarly myopic Kamikaze-sisters that's all about the battleship damages. Really, boiled down to the sum of her parts, Asashio is a trashbote that is poorly equipped to play objectives, but at least she'll wreck something. This makes evaluating her fun. Let's use the Angry Youtuber scale for this. I know, I know, I'm getting this review format slightly out-of-order, but indulge me: GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely On the one hand, you've got the obvious Battleship perspective: To Battleship Players: Asashio is the end of all things. Game balance and fun as we know it is doomed. Uninstall now. The good times are over. Despite Asashio's predation techniques already being present in the Pan Asian destroyer line, this time it's super-cereal because it's now in the hands of an IJN destroyer that couldn't fight their way out of a wet shoe-box. At the other extreme, we have the perspective of someone who abhors the current BB-heavy meta: The Return to Eden. This is the destroyer those BBabies deserve. Now you can punish those BBabies for having the nerve, nay the audacity to dare enjoying that ship type and game play. They're about to Get Balanced™ in the most extreme way possible. It's doubly delicious that it's coming from an IJN destroyer, whose tech-tree line has suffered the ignominy of being nerfed over and over and over again while battleships have only ever received buffs! Don't fact check that last part! For anyone else, she's just another IJN destroyer but with gimped torpedoes. Asashio is about as terrifying as a cute little bunny. Most ships in the game can counter her easily with a simple count of three (counting to five is right out). Still, you've got to give her mad props for flying about and decapitating BBabies. Asashio is not well designed. In the hands of the masses, I predict she will hoover up some ridiculous damage totals but her win rate is going to suck. She should mirror Shimakaze in many respects. Most players will enjoy her -- she'll do some nice damage but short of being in the hands of a unicum, her influence on the overall outcome will be dictated by what Matchmaker hands to her. It's a fallacy to think that she will greatly influence the meta. Battleships are already loathe to push if they even smell a destroyer ahead of them. Few take the time to differentiate the threat between ship classes, treating all destroyers as if they had the ability to catastrophically end them suddenly. Similarly, assuming that Asashio will unnecessarily punish any battleship that does have the audacity to push is also fallacy. ALL destroyers (and all cruisers and other battleships) will always focus on the closest battleship. It's already chronic on how many players will focus on the ease of stacking damage against battleships over more critical (and perhaps closer) targets. Asashio does not change this. What Asashio does do is exaggerate these bad habits. I grant you: she's not well designed. But at least she does this because she has to rather than by the fault of the player. Would I Recommend? Asashio absolutely trivializes a lot of requirements for missions and campaigns. She's also going to be a great ship for people that are trying to unlock achievement badges for destroyers and Japanese ships. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No, I wouldn't. The mirrored team building in Co-Op means it's possible for you to end up in matches with only a single target for your torpedoes. This makes it hard for her to earn XP and Credits. Similarly, if there was ever a Scenario which didn't have a plethora of enemy battleships to target, Asashio would suck hard and not in the sexy way. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Very yes on toast. This is where she belongs and she'll reward you well. Devastating Strike, Witherer, High Caliber and LIquidator medals will come easy. You may struggle to achieve Confederate medals however, unless Matchmaker REALLY likes you. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Please don't bring this on my team in Ranked. I'll forgive you if somehow the meta is something other than destroyers this season. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes, Asashio is a storied vessel with not only an extensive service record, but a sad and honourable end. For Fun Factor: Bottom line: Is the ship fun to play? I enjoy this ship a lot, though I do so with some mild pangs of guilt. They're only mild, though, so I wouldn't call the affliction serious enough to stem any recommendation. In Closing I had a lot of fun putting this one together. I've hoped you enjoyed reading it. This is one ship where I would love to look over Wargaming's shoulder an analyze the meta-data as it comes in after it gets a general release. There have been all sorts of predictions on how she will perform and what influence she will have on the game. Being able to see which side of the debate is vindicated by official stats would be interesting. My thanks go out to my Patrons on Patreon. Dozens of hours of work were put into the review you just read including time spent play testing, writing and doing graphics. Working around my schedule to get these out on time is difficult and the financial support provided by my patrons facilitates this. Every dollar helps. So thank you all -- not just those who donate, but those who read and enjoy these reviews. It means a lot to me. Appendix A list of sites, programs and people I rely upon to create my reviews. For the complete list of my other reviews, please go here:
  5. checking the mikasa is missing 2 secondary guns on the bow of the 80mm ship. There is a prosibility to activate the smaller caliber cannons 45mm, of course, doing less damage. and add the exclusive captain for the MIKASA (Admiral Tōgō) with 2 spatial skills: 1: -7% of accurate main battery 2: + 20% secondary battery range, -40% accurate secondary battery detail: Circle red missing guns on game! what happen in wows ?? guns secondaries 47mm not work, he can work but less damaged and -% he fire legendary captain only mikasa exclusive , Tōgō Heihachirō Saneyoshi Admiral Tōgō on the bridge of the battleship Mikasa, at the beginning of the Battle of Tsushima, in 1905 I return and repeat, add a unique captain and only compatible with the mikasa to captain TOGO, with special abilities for the improvement of said ship! as -7% in the main battery accurate, and the second ability + 20% increase in the range of their secondaries .. a long time ago ask the captain TOGO but I ignore MY IDEA and WG gives a Captain CAT ????? This will take the game seriously.
  6. Hello Everyone, This brief annotated bibliography will act as a guide for anyone looking to read up on the Asia-Pacific War. Keeping up with the current historiography of the Asia-Pacific War, or any historical subject for that matter, is almost impossible for the casual observer. Hopefully this will help those of you that are intimidated by the sheer volume of works available and don't even know where to start. I will do my best to continually update the list, but keep in mind that it will never be exhaustive, nor is that the intention. This is only a starting point, with a few highlighted works on each topic. Please do not hesitate to ask me for more specific book/article recommendations on a given subject. I may not always have an answer, but the list below is barely the tip of the iceberg. Single-volume Surveys Multi-volume Surveys 2nd Sino-Japanese War/CBI Theatre/War of Resistance Pacific Theatre Japanese-Soviet Border Incidents and "August Storm" Additional Reading
  7. Como muchos de ustedes saben hay muchos de ustedes saben hay decenas de clases de acorazados dreadnoughts, pre- dreadnoughts y parecidos (cruceros de batalla, acorazados costeros y otros engendros) que no han aparecido en el juego por el motivo obvio de que no hay manera en el infierno de que se puedan poner todos en el juego por diversos motivos. Sin embargo hay muchos barcos que sería interesante tenerlos en el juego, uno de ellos, en mi opinión, son los acorazados de la clase Ise, que a diferencia de cualquier otro acorazado, no solo tenían aviones de reconocimiento, sino que tenían un escuadrón completo de ataque, así es, estos barcos del Japón eran medio portaaviones. El acorazado Hyuga, con avion y todo a plena vista. Un poco de historia. En el año de 1913 cuando la clase Fuso estaba en construcción alguien se dio cuenta de que la ubicación de la quinta torreta dejaba que desear, por lo tanto se tomo la decisión de modificar el diseño. Los dos últimos barcos de la clase Fuso, el Ise y el Hyuga, fueron construidos con este nuevo diseño resultando en una nueva clase que entro en servicio entre 1917 y 1918. El resultado tenía 12 cañones de 356mm como su batería principal y 20 cañones de 140mm como su batería secundaria. Su cinturón blindado era de 299mm y 85 en la cubierta. Por último, su velocidad era de 23 nudos (Modificaciones posteriores vieron sus calderas a carbón remplazadas por otras accionadas por combustible y esto aumento su velocidad a 25 nudos) y su autonomía de casi 18000 kilómetros. Su vida fue tranquila y ordinaria para un acorazado de Japón. Apoyando la intervención en la guerra civil rusa en los años veintes. Modernizados a finales de la década y principios de los treinta recibieron unas superestructuras, equipos más modernos de artillería y blindaje extra en la cubierta (120mm). Hyuga tras su modernización en 1927 Perfil de la clase para 1942. Note mejor posisión de la quinta torreta. Tras apoyar los esfuerzos contra china a finales de la década la segunda guerra mundial los encontró en una posición incómoda, muy lentos para acompañar a los portaaviones o para actuar de manera independiente, se les asignaron tareas secundarias al principio de la guerra, tareas que seguramente hubieran seguido haciendo hasta las fases finales de la guerra, pero tras Midway, sus destinos cambiaron de manera drástica. Entonces Midway pasa y de repente Japón necesita toda cubierta de vuelo que pudieran conseguir, y a alguien se le ocurrió que esos dos acorazados que no estaban sirviendo para mucho podían ser mucho más útiles si pudieran lanzar aviones. La conversión consistió en que se les quitaron las dos torretas de popa (Al Hyuga ya se le había removido la quinta torreta por una explosión ocurrida en mayo de 1942) y se le instalaron catapultas y una plataforma de vuelo para poder lanzar 11 bombarderos Yokosuta D4Y y aviones de reconocimiento Aichi E16A. La batería secundaria de 140mm fue removida y se pusieron 16 cañones en baterías dobles de 120mm (De doble uso). Se dejaron 8 de los cañones de 356mm y eventualmente se le instalaron radares de detección aérea y de superficie. Ise bajo ataque en la batalla de Cabo Engaño. Sus acciones de combate tras terminar la conversión a finales de 1943 fueron solo dos. La batalla de Cabo Engaño, en donde escoltaron a los 4 portaaviones que los Japoneses habían enviado para distraer a los portaaviones Americanos durante los enfrentamientos alrededor de la isla de Samar. Y la operación Kita, en donde ambos barcos llevaron materias primas desde Singapur hasta Japón en Febrero de 1945. Terminaron su vida como casi todo gran barco Japonés que llego tan lejos, fueron hundidos por ataque aéreo en Kure entre el 25 y el 26 de julio. Entonces ¿qué opinan? Esto es solo un resumen corto de las vidas y características de estos buques. Su hoja de servicio no es lo mejor de este mundo pero lo mismo se puede decir del Mutsu y el Musashi y ahí están en el juego. Lo que de verdad los distingue es la capacidad de lanzar aviones, no muchos, pero dan una mayor flexibilidad estratégica que solo los cañones y viceversa. En fin pretendo mantener esto corto y la verdad estoy seguro que muchos están en mejor posición para dar una opinión sobre el tema, así que los invito a opinar en la descripción. Hasta la próxima.
  8. MitoUchiha

    Yamato Buff

    So apparently, according to Notser, Yamato will be receiving a buff to its turret traverse. Nothing else is known about the buff, but I for one think it's fair. What does everyone else think?
×