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Found 94 results

  1. I think we have already too much Yamato skins compare to other ships but we'll never stop making new ones... Now here's maybe the oldest variation of the Yamato: Behold the space battleship! The ship is modified from yam_2nd's MMD model. I got a type 100 reconnaissance plane made by — This skin can keep its appearance even with camouflage mounted (camouflages.xml is not needed) Here's the link: ======================================= Btw I'd mention that we have a website with all of our works on it: We have a lot of skins and shells, and some UI mods. (But we don't work on modifying game functionalities)
  2. So, as the title says I am most likely the worst Yamato player there is. How can I fight a UK battleship T9 or T10? Yamato makes me feel like a pathetic Iowa (barely played Iowa, but I imagine this is how it is) when I have to fight one... Bouncing shells, breaking shells or an amazing 9k damage on a broadside one at range. Someone with some tips and tricks, perhaps a video? Much appreciated. Greetz Joris
  3. IJN Yamato. Probably the most powerful of the super-battleships ever. In a time when air bombing and air torpedoing had already rendered battleships practically obsolete.
  4. Hi a little self introduction first. I'm Shadows_Unrest, and I have been playing WOWs since the start of Closed Beta and been playing on and off over the years. I have a 54% overall win rate, with 1078 overall WTR, not all that great but I have improved recently, and I have 57% win rate and 1100 WTR for the past 190 days. I have 116 battles in my Yamato, captained by a 19 skill point captain with a 56% win rate, 89600 average damage, 1827 average exp per battle, 1.3KDR, and 40% survival rate. I'm here to share my captain build with the community in hopes to help out the new players who just got the Yamato, or plan on renting one for clan wars, or better yet, is trying to settle on a perk build for Clan Wars. Whatever it might be, I offer my humble build to those of you who are in need. Strengths of the Yamato: ~9x 460mm cannons with 3 cannons per turret located in 2 facing forwarding turrets, and 1 rear facing turrets with 1 turret super-firing the other. These launch shells at a speed of 780m/s over 26.6km every 30seconds with a maximum AP damage of 14,800. These can citadel most of the ships you face with ease, save for the German tier X battleship, G. Kurfurst. With a maximum dispersion of 275m, you can still get a couple shells on target despite the range. ~84,300 HP pool, 2nd highest HP pool in the game ~27% Torpedo damage reduction ~200mm-410mm of citadel armor that is placed relatively low in the water and is well angled from the front Weaknesses ~Tall super structure that can be spammed by HE slinging DDs, CLs and CAs. ~27.2 knots max stock speed. Slow, you won't get anywhere in a hurry. ~Large size, huge spotting distance at 18km surface. ~Long rudder shift time of 22.1seconds ~poor turret traverse rates with a stock speed of 2.5 degrees per second. Simple glossing over of basics in the Yamato. Preplanning, based on your experience of the map and the layout of the team spawn, predict where your team will go, and where you should be so you can offer your support, and not be so invested that you arn't able to relocate should you need to. Communication with your team is vital, as an Yamato, you will be a magnet for HE shells from all over the map, ask nearby destroyers for smokes when you need to get fires or flooding under control. With the new smoke update, you will no longer be able to hide in smokes while firing your guns as you can be detected from 19.3km away even in smoke. Ask for smokes to buy time for your repair party or damage control party to come off cool down, and to move to cover. Now, here is my 19 point captain build Tier 1- Aircraft Servicing Expert: As an Yamato, you will be targeted heavily by enemy CV players, to prevent this, you need your float plane fighter up and running whenever danger decides to swing by and drop off a couple presents. ~Dog Fighting Expert: Heavy buff to your Float Plane fighter, it will eat enemy torpedo bomber and dive bombers like cake. ~Evasive Manuvers: Ensure that your precious Float Plane Fighter can safely land to arm and refuel as it is vital to your survival. Tier 2 ~Torpedo Acceleration: Ask a fellow teammate destroyer player to borrow their torpedo launchers and you will be a terror on the battlefield. ~Smoke Screen Expert: You will need to procure smoke screen generators from your fellow friendly destroyers. You are more important. You need to survive. With this you can safely retreat from danger so you have a chance to repair damages from peashooters. ~Expert Rear Gunner: Major buff to your Float Plane Fighter, ensuring that it will have .50 cal guns on its rear, allowing it to engage enemy bombers from both directions. Tier 3 ~Torpedo Armament Expertise Allows you to reload the torpedo tubes that you stole, -borrowed, from your friendly Destroyers. ~Emergency Take off: ENEMY BOMBERS INBOUND! In the middle of rearming and refueling your Float plane? No fear! Your Float Plane will launch into the air and solve all your problems. Tier 4 ~Air Supremacy. I wanna be the very best, like no one ever was! With this you can ensure your lone float plane fighter can fight off hordes of enemy planes and bring tears to the enemy CV players who just tried to take advantage of your size. Keep in mind that incoming fire always, always, have the right of way. Good luck and see you out there in the seas, at the bottom of the ocean, rusting peacefully.
  5. I just got my yamato, and is wondering whether i should re-spec the yamato or not. I currently have a stealth build due to just finishing the grind from izumo, but then I don't want to waste the potential of Yamato's secondaries. I'm a fairly aggressive BB captain that tends to push, should I use the doubloons to re-spec her? Is it worth it or is it not a big change?
  6. Can anyone explain to me the sense of having a Pan-Asia line of destroyers? If Pan-Asia is going to be a separate faction in the game, why is Japan not included? Wargaming just offended all of its Japanese players by disqualifying them from being Asians. And you know how Japanese are sensitive about offense, face and honor. The Pan-Asia line needs to be folded into the Japanese tech tree. It only makes complete sense. First of all, Japan is a part of Asia as mentioned earlier. Secondly, the entire concept of Pan-Asia or Greater Asia was an idea promulgated by the Japanese during World War II. To encourage collaborators from their occupied territories, the Japanese began labelling their empire "The Greater East Asia Co-Prosperity Sphere." Conquest by the Japanese was sold to the occupied people as "empowering" and "uniting" them into a power that could stand up to the Western powers. From wikipedia "[The Greater East Asia Co-Prosperity Sphere] was declared with the intention to create a self-sufficient "bloc of Asian nations led by the Japanese and free of Western powers". It was announced in a radio address entitled "The International Situation and Japan's Position" by Foreign Minister Hachirō Arita on June 29, 1940. Policy theorists who conceived it, as well as the vast majority of the Japanese population at large, largely saw it for its pan-Asian ideals of freedom and independence from Western colonial oppression." As you can see from the picture below, of the Greater East Asia Co-Prosperity Sphere (i.e. the Japanese Empire) at its greatest extent, it included all the nations in the Pan-Asia line plus Japan, e.g. Thailand, Taiwan, Korea, the coasts of China, Indonesia. Thirdly, from a gameplay and quality of life perspective having Pan-Asian ships in the Japanese tech tree would be the preferable option. Wargaming loves selling people premium ships, right? Well, players could use the infinitely superior Japanese premium ships (Kii, Atago, etc.) to train their Pan-Asia ship captains, boosting sales of these premium ships. Wargaming, you do love money right? Well, you would be losing money if you made Pan-Asia a separate faction in the game. As you can see, there is no logical explanation for having a separate Pan-Asia tech tree/nation. So Wargaming, please make it so and fold the planned Pan-Asian destroyer line into the Japanese tech tree. After all, is Japan not known for its folded steel? I'm sure Yuro will agree.
  7. I'm looking for people dumb enough who love memes and went with a full secondary build Yamato with Manual Firing secondaries. Please give me your tips & tricks you've learned from playing one (that doesn't involve "don't do it") for getting better results and more secondary hits in one. I'm just 125k xp from my own secondary Yamato now, so I'd like to gather any tips you guys might have beforehand.
  8. I am trying to create warship based toons on YouTube in the style of RanZar. To be clear I am NOT, let me repeat myself, NOT! trying to copy/ripoff/plagiarize RanZar. I am trying to do for world of warships what he did for world of tanks. If you have never heard of RanZar here is a link to he YouTube channel: What I am looking for are Ideas and thoughts people have about the unique appearance/personalities of the veracious toons. Before you add your thoughs though make sure you have seen RanZar so you have an idea of the feel I am going for. Also I have lised some of my own ideas for you guys to see what I am thinking of. General: All ships will have eyes where the bridge is located, and a mouth on the bow, each turret will have their own eye on either side of the turret and a mout below the guns. The turrets behave as mini characters like the KV-5 radio turret, and foch machine gun turret in RanZar. Missouri: the biggest differences in appearance will be exagerated length of the main guns, a sniper scope on the center gun of each turret, an oversized radar dish on top that spins when she uses her radar consumable, and she will have an absurd amount of AA guns. Atlanta: She will have a flamethrower pack either hanging on her second funnel or replacing her second funnel, when she fires her shots will be flaming catapult fire balls, and she will have a slightly sooty appearance overall. Her personality is that of a pyromaniac. Yamato: Her biggest appearance difference will be exaggeratedly big main guns. In terms of personality she is aggressive and extremely arrogant. Tirptiz/Bismark: These two will be twin sister almost always seen together. Tirpitz will have a slightly superior attitude towards her sister Bismark, and Bismark will be a bit envious of Tirpitz as well as having a slight inferiority complex. But they always stick up for each other. I am of course looking for animators or anyone who has the talent and want to help me bring this dream to life. If you are such a person please let me know in a reply.
  9. I've been reading some books and articles about the Yamato class battleships, and something that always struck me as odd in game is the 57 mm weather deck. I've read some of the USN Technical Mission to Japan (USNTMTJ) articles that were archived at fischer-torpsch before the website went down, as well as Hans Lengerer's book as well as Januz Skulski's book. Both books give the Yamato's weather deck as 35-50 mm CNC. They both appear to reference the USNTMTJ as the primary source. Lengerer's book has scans of the original USNTMTJ drawing, as well as a cleaned up version given below. However, nowhere can I find a source that actually states the Yamato class having a 57 mm weather deck, so I'm very curious how WG actually came up with this value. Now, I know that official Japanese design documents were destroyed towards the end of WW2, and much of the Yamato's design specifications came from interviews by USNTMTJ with some of the designers. However, a German attache Paul Wenneker was given a tour of the Yamato, and his report was allegedly given to historian Eric Groner to make some drawings, which were later given to publishers by his wife later. Does anyone know where we can find Groner's drawings or Wenneker's reports? If so, do they give the weather deck as 57 mm? So does anyone know what WG's source on the 57 mm weather deck is? @Sub_Octavian @ArdRaeiss @defklo
  10. Another boring stuff Made in: Cinema 4D ( Ship, Sky, Ocean rendering ) Photoshop CC ( Bloom and Lighting effects ) Download: Still new to Photoshop tbh... Testing:
  11. I have finally attained the mighty Yamato after the painful Izumo grind (unlike some people, I didn't free xp her). I'm having a good time so far. I'll have an even better time once my commander is trained and I have money to buy upgrades. I do have a few questions though. First off, is there a particular way I'm supposed to aim its guns? Whenever I aim at the waterline of other BBs, I just get a bunch of ricochets and shatters. It's very rare for me to get citadel's on them except for two times I got devastating strike on Iowas. They must have been really confident in their lowered citadels. Other than that, I get a lot of overpens on cruisers and BBs alike. The dispersion on the guns just seems a bit wonky. My Amagi felt more accurate than both of the ships after it. My other issue is that I lose a lot of money regardless of whether or not I win or lose. I'm thinking about buying doubloons so I can get the Yamato's premium camo. That's all that's coming to mind right now. Any further advice would be much appreciated. :)
  12. It's a long grind to be sure... so when you got there - was Yamato what you thought she/he/it would be? Were you disappointed in any aspect of her? How much different is her play style than the preceding ships? Finally I guess - do you find any weird commander skill setups worthwhile? tia fyc
  13. Hey everyone. I finished the Yamato grind a few weeks back. I have been playing Yamato every day, and some Enterprise from time to time. I have two primary questions. Forgive me for adding a new topic just for these two questions but I did feel like I would like some fresh Yamato brain food. So, Concealment. Is there an amount of time that concealment requires to be effective? I watched several Yamato recommendation youtube play videos and reviews and they all seem to recommend that I go for max concealment on the Yamato. Now. If I were to max out my concealment on the Yamato I am sure I would be a bit of a heavier asset to my team. However, to use the concealment modification instead of the acquisition and spotting modification I feel like I am losing my mid to long range buff. I designed my Yamato to be a mid to long range terror, mostly mid range I suppose between 8-15 KM since my shells nearly 1 volley kill everything at that range. Now with concealment captain skill I am losing my fire risk reduction (at least until I get quite a few more captains points). Fires do burn the Yamato down quite a bit, however I suppose the concealment is rather important for the Yamato in that with a high concealment the Yamato does not require the same amount of friendly team support. In urpeacekeeper's Yamato video/review he states the Yamato is best played with a sum of friendly support ships nearby. My other question about the Yamato is the rate of fire / traverse speed modification. So. The modification for increased turret traverse raises the loading time. Now as I have seen there is no other means of increasing the turret traverse. (I have the traverse captain skill). The loading time increases with the traverse speed increase. I have seen that the traverse speed, without the modification is so slow that I am infinitely crippled without the + turret traverse modification. So I must sacrifice my reloading time to increase the traverse. I find that with the +traverse speed modifications I am able to deal massive damage to enemy ship after enemy ship, even rotating targets with my rear turret. Without the +traverse modification I find that with the reload time being very short I can deal massive damage to one ship at a time, however much of the time that ship gets concealment buffed or "despotted" and I am left with nothing to fire at and a long wait time to endure to traverse and switch targets. So I believe that the Yamato, to be effective mid to long range, must have an average 25 second reload time and a fully buffed turret traverse in order to require the least amount of friendly ship support and be a more stand alone BB. Any other idea's/suggestions?
  14. After a long grind i finally got Yamato, and so far im loving this ship, ill even buy the camo. Im still specing my Yamato and could use some help. My Yamato currently has AAM1 for slot 1, ASM1 dor slot 2, Damage control 1 for slot 4, Damage Control 2 for slot 5 and Concealment for slot 6. What you guys would recommend for the slot 3? Better DPS and slower turret traverse, or secundariess or AA buff? Also, i have a 17 pts capt, he currently has: PM, EM, SI; AFT and Manual Secundaries. I have 3 points left and was thinking in either BFT for Secundaries and AA, or [edited], and later AR or HA with the two ramaining pts.
  15. I'm not a fan of Japanese Battleships, I really hate the looks. I love the German BB and I like USN. BUT I really wanted a Yamato so I free XP ed past 4 of them to get the mighty Yamato, cost somewhere around 900,000, how bad did you want a ship?
  16. so on yammy's slot 2 upgrade im thinking of getting Aiming mod but her AA isnt all that great either what did you guys get??
  17. I got my first Tier 10 a few days ago. after a few...thousand battles i did something i thought i would never do :D all i need now is to get her premium camo so i dont lose hundreds of thousands of credits, and some tips and tricks :D so please help me play yamato! and donate 5k doubloons plz
  18. These incessant tier 12 games are really getting me down. Switching to playing a cruiser and going back to being sunk by less than 20 torpedoes. After a few games, the sound of those main guns start to get annoying... well... no.. they are still INCREDABLY AWESOME. Hearing the sound, "You just sunk an enemy destroyer" when you didn't even know it was there. --- round of beers for the secondary crew - good job.
  19. A couple of days ago a salvo from my Bismarck rolled for over 50k damage on the mostly flat and above water portion of a Yamato's citadel at relative close range with 4 citadels and 2 normal penetrations. It was a surprise as I would assume the Yamato's citadel is essentially immune to penetration by a 15 incher. How much luck and RNG were in my favor when this happened? It also made me wonder why the Yamato has a above water citadel in game and if it's historically accurate. I recall that the Iowa and Montana also had chunks of their citadel above water until fairly recently and used to get freakish citadels regularly... Is this something that's based on historical blueprints and diagrams or more of a flexible parameter that can be adjusted depending on in game performance? Recently I also found out the hard way that when my Ranger is discovered, it essentially have a very short shelf life and would take extreme damage from everything. it's too slow to really run away, and its hull and superstructure is apparently so thin skinned that HE will pen; and since for some reason it has a raised citadel, HE can also citadel it. Is there even any legitimate reason to designate that part of the ship's hull citadel? As I look more into this, I found out that the Midway also has a above water citadel armor belt, which for some reason is designated as just a regular armor belt of the same thickness when it's below water. Is this even something that corresponds to the design of the actual ship or just a thing to balance a ship in game? Thanks for sharing your thoughts.
  20. I enjoyed a lot the Mutsu idea of torps on a BB. My Tirpitz is fun too with that feature. But in an Mutsu IJN type experience, I'd like to have defensive torps on my Yamato. Isn't it a good idea when you are mainly a brawler with your Yamato?
  21. Which tier 10 BB do you think looks more beautiful in terms of appearance?
  22. Felt the need to show this one for some reason, just so people know that us Uni's don't always club seals at low tiers. (We club them in high tiers as well, seals be everywhere) Anymawhoo's in my 3rd Yamato game ever, I managed 300,000 damage and 6 kills, with 10 cits landed, Hi Cal, Confed, Kraken, Dreadnought, and Fire Proof. (Curse you Henri IV !!!) Screenshots for proof. Managed to beat my previous high score for damage by more than 50,000. Poor Gearing lost his record at 246k. Edit: Replay is here on WoWs Replays
  23. *cough* Well at least till they release a new line And no, I'm not the usual BB player that screams everything needs to be nerfed since I play the other classes too.
  24. Okay, now that I have your attention, I shall begin. I found this cool function graphing website for an engineering personal project (build a gazebo for the local church, needed a quick project for the kids there to figure out using math, long story for another time). This website can graph mostly anything and I thought: "Hey, I could make something for WoWs in what little free time I have." Okay, I didn't actually think that, but you get the point. This is the final result: No, it is not to scale, but I thought it came out pretty good. I attached the link HERE for you to see the functions I used. Getting a degree in mathematics never helped this much... haha. Hope you enjoy! I might be tempted to build some other things (to scale maybe) if interest is high. What are your thoughts? Regards - Shield
  25. Disclaimer: Wall of text incoming... Greetings! As some of you know, I'm Kelorn of the Warships Podcast. If you've listened to the show, you know that I consider myself to be something of a battleship specialist. In the last 286 days, my top two played ships are the Yamato and the Grosser Kurfurst, and had the following stats: With bona fides established, I would like to talk about the strengths and weaknesses of the Yamato, how to use her most effectively, and what are the dangers of her armor scheme. In short, How to Make the Most of the Yamato. Armor and the Yamato The Yamato's armor belt is 410mm thick and is unified with the hull of the ship. This means that unlike the German battleships, which use a turtleback armor scheme, the Yamato's Citadel has only a single thick "layer" of armor for AP shells to penetrate. The armor is inclined inwards at approximately 15 degrees, increasing the effective armor against direct fire, in a minor way, and against higher angle fire, in a greater way. According to the design specifications in Target of Opportunity & Other War Stories by Robert Mckellar, the Yamato was designed to be immune to its own guns between 20,000 and 35,000 meters. The concept of an "Immunity Zone" in the form of "X to Y meters" is such that the belt armor can be penetrated below X meters, and the deck and citadel deck armor can be penetrated by a high angle plunging shell above Y meters. Below you can see the armor profile of the Yamato at amidships: In our case, the Yamato deck armor can be penetrated at 35,000 meters by 460mm guns. This isn't a terribly useful piece of information for us in World of Warships as the only guns with that kind of range are Yamato's own guns, with the Range extension module and the spotter plane active. Additionally, the chances of hitting a ship at that kind of range are minimal, even if the ship is sailing in a straight line. More useful is the fact that the Yamato can penetrate the belt armor of another Yamato at under 20,000 meters with a zero angle of incidence. This number is approximate, but it's safe to assume that you're vulnerable to another Yamato when broadside on at under 20 km. At about 18km you're vulnerable to the 406, 410, and 420mm guns of the other battleships in your matchmaking tier. Lesson learned? Don't show broadside. Armor Angling So, we're not showing broadside to our enemies, that's step one. The next step is to learn about armor angling. For the purposes of this section, we will ignore the possibility of the bow armor and transverse citadel bulkheads being penetrated. This is something we'll cover in the next section. So what is the effect of armor angling and how do we understand the concept of auto-bounce mechanics in World of Warships? Note in the upcoming Paragraphs, I will refer to the angle of incidence. Please see the following diagram, which uses the terms Laser light and image sensor, but the concept is the same: The first formula we need to understand is that of effective thickness in the case of inclined or sloped armor: Effective Armor Thickness = Actual Armor Thickness / Cosine of the Angle of Incidence As any World of tanks player will tell you, never park your tank pointed straight at the enemy, give him an angled side to shoot instead. The concept for World of Warships is exactly the same. In the case of Yamato, the 410mm belt armor, (ignoring for a moment the inclined inwards plate), when angled at 50 degrees to the front has an effective thickness of 637mm. Therefore, shooting at the angled belt armor of a Yamato angled at 50 degrees of the angle of incidence to your guns is nearly impossible to penetrate, even at extremely close ranges. The second formula we need to understand is that of the Auto bounce mechanic. 0-30 degrees -> auto ricochet (0-22.5 for USN 8" shells) 30-45 degrees -> chance to ricochet (22.5-30 for USN 8" shells) 45-90 degrees -> ricochet doesn't occur (30-90 for USN 8" shells) Simply put, if the shell impacts armor and does not overmatch, then if the angle is between 60 and 90 degrees of the angle of incidence (aka 0-30 degrees in the table above), then the shell will automatically bounce. Between 45 degrees and 60 degrees of the angle of incidence, then you may bounce. Under 45 degrees of the angle of incidence and ricochet cannot occur. So now we're not showing broadside, and we're angling to at least 45 degrees of the angle of incidence, preferably at least 60 degrees. So we're done, right? Sort of. If you've done this correctly, with your armor angled to 60 degrees of the angle of incidence you are functionally immune from being citadeled by guns of any caliber less than 457.6mm. Therefore, against Montana, Kurfurst, Izumo, Iowa, Fredrich de Grosse, North Carolina, Amagi, Bismarck, and Tirpitz you are completely safe if their fire comes at you from any angle over 60 degrees angle of incidence. Overmatch So why did I specify against guns of under 457.6mm in the previous section? The last mechanic a Yamato captain must be aware of is the concept of overmatch. It too is a simple concept, as is one that is crucial to understanding how and why you take damage when facing enemy Yamatos. Overmatch: If Armor Thickness < Shell Diameter / 14.3, then shells cannot ricochet This last section applies only when facing enemy Yamatos, as only the Yamato (as of this writing) has guns with a diameter greater than the 457.6mm necessary to penetrate the 32mm of bow armor on a Yamato. Incidentally, if you were curious why you have a hard time shooting bow on Moskva's, its because they have 50mm belt armor that extends to the bow of the ship and you'd need 715mm guns to overmatch it. Now we get into the peculiarities of the armor scheme of the Yamato. Instead of having flat transverse bulkheads, set at 90 degrees to the belt armor, the Yamato's forward transverse bulkhead is set in three pieces, like a chopped off Pyramid, which you can see in the screenshot below: Because this piece of armor is protected by the 32mm bow armor and is only 350mm thick, it can be penetrated when the 32mm of bow armor is overmatched by the Yamato’s guns. Thus we all know the famous advice when shooting at Yamatos: Shoot under the #2 Turret. This advice takes advantage of this weakness in the armor. So what can we do to prevent taking frontal citadel damage from an enemy Yamato? The truth is that there is no 100% effective way to prevent taking this damage. There are, however, things we can do to mitigate the problem: Don’t be afraid to open your broadside enough to use your #3 Turret. Normally, exposing your broadside is a risk and many Yamato players don’t use the #3 turret at all. However, in a close range duel against another Yamato, your bow armor won’t protect you anyway. Get that turret into play and you’ll not only increase your damage output by 50%, but you’ll also increase the likelihood that his shots will hit your angled belt armor, instead of overmatching your bow and frontal citadeling you. Use your rudder and engine. This seems pointless in a ship as slow and unwieldy as a Yamato, but even small changes in angle and speed can throw off the aim of your enemy. Especially at close range, Yamato on Yamato duels are often orgies of mutual destruction, even small reductions in incoming damage can allow you to win the duel and limp away to heal. Ask for help. This is admittedly easier to do when you’re in a division with a destroyer, but even if you’re not, ask for help. Be polite, but ask if there’s a DD close enough to smoke you up. If they don’t, you haven’t lost anything. If they do, you have a chance to hide and make it harder for enemies to hit you. Conclusion The point of writing this article was to help the community understand what the strengths and weakness of the Yamato really are. She’s one of my favorite ships in the game and I like to see her being played well. Take Care and I’ll see you guys next week. =) Kelorn