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LittleWhiteMouse

Premium Ship Review -- IJN Tachibana

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LittleWhiteMouse    17,286

The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash.  The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun.  The idea here is to elabourate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase.  The usual disclaimers apply:  everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note.

 

Other articles in this series:

 

Without further ado: 


 

The Imperial Japanese Navy's Sakura-class Destroyer

Tachibana

The Touchy Demonic Banana

 

Quick Summary:   A fiendishly cute but painfully short ranged destroyer.  She has the quickest reloading torpedo tubes of her tier.

Mission Requirements:  Was made available through some contests and promotions, but the first open way of receiving her was to undertake the Kaiju Hunter Missions which ran in February 2016.  This was a six stage event requiring tier 6 or higher vessels to complete.  1.)  Earn 200 ribbons of any type.  2.)  Do 500,000 damage.  3.) Sink 20 ships.  4.) Inflict 600 hits.  5.)  Start 50 fires.  6.) Do 1 million damage.  These missions came with their own rewards and completing them all earned you the ship with a free port slot.

 

PROs

  • Rapid fire torpedoes, launching every 22s.
  • Main armament fires quickly with a 4 gun broadside at 12 rpm per gun.
  • Incredibly agile with a 1.9s rudder shift time and 450m turning circle.
  • Can bleed off speed like no other ship I've yet seen.
  • Tiny surface detection range of 5.4km.

 

CONs

  • Very small HP pool for her tier at 7000hp.
  • Tiny main caliber armament of 76mm with low alpha damage.
  • Short ranged main battery at 6.7km.
  • On the slow side for a low tier destroyer at 30.0kts
  • Torpedoes are very slow at 44kts requiring huge lead times.

 

15hjpt.jpg

The Tachibana -- Prize or Punishment?

 

The Full Review

This ship is downright adorable.  It looks the part of a tier 2 ship, complete with absolutely tiny guns -- the smallest of any primary armament in the game at present.  As the reward from a long series of chained missions requiring a tier 6 vessel, is the Tachibana a cute little joke played on us by Wargaming or is this the new seal-clubbing chariot of choice?

 

Primary Armament

First off, the Tachibana has the smallest caliber primary armament in the game at present.  Armed with five 76mm rifles, these are arranged in a curious pattern.  One is mounted on the raised bow.  Two are wing mounted amidships between the first and second funnel on the lower main deck.  The last two are rear mounted in a superfiring position on the stern.  This gives her a maximum broadside of 4 guns though only one gun may fire directly forward.  However, the fields of fire on all of the weapons are very generous, requiring only a very minor angle of the ship to be able to fire all four rifles in a forward direction.  These have an alright traverse speed of 11' per second -- certainly not the lighting quick velocities found on high tier American destroyers but not so slow that you find yourself fighting to bring guns to bear.

 

As expected by such a small caliber weapon, their performance is rather lacking.  Her AP values are downright abysmal, with a maximum alpha strike of 1000 damage compared to the 1300 alpha of her high explosive rounds.  Their range is also similarly anemic, with a maximum unmodified range of 6.7km.  This is coupled with a low muzzle velocity.   It takes high explosive rounds 6.42s to reach their stock maximum range, giving them a heavy "float" time before landing on target even at what should be considered danger-close ranges.  With upgrades, this leads to over 9s to reach the new maximum of 8km -- more than 1s per kilometer!

 

This is compensated by a wicked fast rate of fire, as one might expect.  The Tachibana, stock, can fire 12rpm which can be upgraded to 13.2rpm.  This means she can put a lot of shells in the air over a very short period of time.  In low tier matches, this can often have the added effect of intimidating some opponents into making a mistake, even if these shots are often landing for no damage whatsoever.

 

And just to add a bit of insult, these pathetically tiny guns have a 6% base fire chance.  Eat it, American 5" dual purpose rifles.

 

9bhi8o.jpg

The Tachibana may have 5 guns, but only 4 can be brought to bear at once. 

 

Secondary Armament

The Tachibana has two dual-launchers mounted dorsally.  These have a good field of fire of roughly 80' off each side.  It fires the Type 42 torpedo, almost identical to the ones found on the stock Umikaze.  The stats are ... well, they're rather lackluster.  They have a 5km range, which with proper Captain Skills, can allow the ship to launch from concealment (although barely) once you've trained up for a full 15pts.  Until then, that 5km sits just inside of your surface detection range, so it's downright difficult to launch without being seen.   The torpedoes themselves are rather dull.  They are slow -- painfully slow at a mere 44 knots while their damage  can be considered average at best with a 6133 alpha strike per torpedo.

 

Of course she makes up for this by having a downright blistering rate of fire with her torpedoes.  The Tachibana boasts the fastest reload with her torpedoes at her tier.  She can launch a salvo every 22 seconds before Captain Skills come into consideration.  With them, this allows for three salvos per minute, leading to a veritable spam of fish.  This allows her to almost keep up with the spam of the Storozhevoi for the sheer amount of junk she can put in the water per minute (12 torpedoes vs 18 torpedoes).

 

The downside is that with their very slow relative speed, her torpedoes require a lot of lead on targets sailing anywhere close to a perpendicular aspect.  This also means that you have to be more wary of the whereabouts of your allies and their possible paths of maneuver.  With the long approach of your fish, it's entirely possible for an ally that you didn't see to stray into the path of your lumbering warheads, so take care.

 

2j1kavb.jpg

Launching her fish.  Plenty more where those came from.

 

Maneuverability

The Tachibana scurries about at an unimpressive 30.0 knots.  This is on the slow side for a destroyer which means she has difficulty dictating the ranges at which she fights enemy DDs.  She also needs to be wary of fast cruisers like the Tenryu which can near enough keep pace with her and prove to be a very real threat.  Like many low tier ships, she has an absolutely tiny turning circle.  The Tachibana's own is a mere 450m -- the best of her tier among the destroyers.  This is coupled with a ridiculous 1.9s rudder shift time.

 

As if this wasn't enough, she also feels like she answers her engines very quickly.  She will drop speed to a crawl the moment you call all-stop, particularly if you touch the rudder just a little -- allowing her to screech to a halt as if she was sailing through molasses.  This can be especially valuable when you need to avoid an incoming torpedo strike, particularly at the alarmingly close ranges at which these attacks are spotted in low tier games.

 

Durability & Defense

The bad news is that the Tachibana, being such a small, light ship, has a very small hit point pool.  At a mere 7,000hp, she doesn't stand up to punishment well, on top of being a destroyer at that.  I haven't found any other ship in the game at present that has less.  So she's #1 in that regard for the time being.  The good news with her small size is that she also has the smallest surface detection range found in the game at present -- at least so far as I could tell.  Stock, she comes in at a mere 5.4km surface detection range.  Coupled with camouflage, this drops down to 5.2km.  Add in a 15pt Captain and this drops even further down to 4.7km.  This does not allow her to take advantage of firing from stealth, however.  Even with the proper Captain Skills, the minimum range she can reduce her surface detection while shooting is 8.3km while her gun range maxes out at just over 8.0km.  This does, however, allow her to launch torpedoes from concealment, if barely.

 

The Tachibana has no anti-aircraft armament to speak of, but this is alright.  She doesn't meet any CVs in her Matchmaking spread anyway.

 

How to Kill It

I am tempted to joke that loud noises should be all that's necessary to put down a Tachibana.  She doesn't look particularly sturdy.  This said, the sheer volume of torpedoes she can put out makes her a very potent threat.  Also, given that anyone possessing one is likely to be a veteran gamer slumming down to low tiers, you must consider that she will likely have an experienced player at her helm and with an appropriately skilled Captain too. 

 

 
  •  Destroyers should keep just outside of 5km of the Tachibana and try and take her apart with guns.  You can attempt to use torpedoes, but be aware that she reloads her fish faster than yours.  The Tachibana's guns are quite deadly against a destroyer.  Though they don't hit especially hard, each rapid fire strike can stack critical damage which can leave you dead in the water.  You'll soon be dead for reals when this happens and the Tachibana can unload yet another wave of torpedoes at your stricken boat.

 

  •  Cruisers should prioritize the Tachibana when she gets lit by your destroyers.  Use the high(er) agility found on your ships at your low tier and be aware that she will be launching a veritable wall of torpedoes at you at every opportunity she gets (which happens every 20s when you're within 5km).  Keep her at range.  Try and bait her into shooting so she stays visible for longer.  You should be easily able to outrange her so make your volleys count.
     
  •  Battleships should turn away immediately when a Tachibana is spotted nearby.  This little ship excels at putting out a constant stream of torpedoes.  Unlike the Storozhevoi, however, she is unlikely to be able to sink you in a single pass, even if all four torpedoes connect.  Keep your stern facing her and move at full speed away from the destroyer.  Hopefully she will latch onto another target while you fire your guns at her.  She's not very durable and even the low-tier Battleship high-explosive 12" rounds can do tremendous damage to this fragile destroyer if your hits can land.


2vcxrbt.jpg

This South Carolina is doing absolutely the right thing in a bad situation.  This Tachibana has closed to within torpedo range and the Battleship is doing everything she can to keep her stern pointed towards the destroyer while continuing to open fire.

 

Overall Impressions

After my first game with the Tachibana, I didn't think very highly of her.  But the more I played her, the more this little beast grew on me.  She's fun.  Like any ship that lets you shoot a lot, it's hard not to find the experience downright silly, if not enjoyable.  The Tachibana certainly lets you do that, both with guns and with torpedoes.  And it's with the latter that she really shines.  Guns will just tend to get you killed when you're not shooting up enemy destroyers.

 

She is lacking a couple of traits to make her a truly overpowered monster, so we should be glad they're absent.  With just a little more concealment or a little more range -- we're talking as little as 300m, she might be impossible to find.  The only other thing that anyone could truly ask for with her would be another 4 knots to her top speed.  But these are all missing and we can all breathe a collective sigh of relief at their lack.
 

With a 15pt Captain in her, she really comes into her own if she can survive past the early frenzied gamut of close encounters in low-tier matches.  You can hang up her guns at that stage and just rely on spamming your torpedoes over and over against any enemy capital ships that are even contemplating hanging out near objectives.  They're forced to turn away from you or flee cap circles entirely with the constant warnings of incoming torpedoes headed their way. 

 

Would I recommend?   Well, maybe.

She's fun and all.  But the Atlanta is fun in that same demented sort of way.  Granted, she is (at the time I write this article) a free ship earned from an event.  So the question becomes is she worth having over a potential free port slot?  Perhaps if low tier games become their own little arena once new players are separated from the mix allowing veterans to mix with their own at these tiers, the Tachibana might be of more use.  As she stands right now, she's a fun little destroyer with some mechanics, like the Atlanta, that are downright frustrating at times.

 

If you don't like destroyers, or low tier games, or low-range ships, you'll probably want the port slot instead.

 

Recommended Modules:  This is pretty easy.  You only get one.  Main Battery Modification 1 is the only one that makes sense.

 

Recommended Consumables:   The Tachibana will not make you enough credits to make using anything other than the standard consumables worthwhile.

 

Recommended Captain Skills:  A pretty standard lot for destroyers.  It's doubtful you'll want to specialize a Captain specifically for the Tachibana, but if you do here's what I recommend.
 

  • For tier 1, Situational Awareness is absolutely essential for destroyers. 
  • For tier 2, Torpedo Armament Expertise.  Let the torpedo spam LIVE!
  • For tier 3, Superintendent is the best choice, giving you an additional charge of your Speed Boost and Smoke Launcher consumables.
  • For tier 4, Advanced Fire Training wins out for me.  I dunno, there's something about being able to shoot at 8km that feels like a bare acceptable minimum for me.  Note that she can never fire her guns from stealth without being detected in open water.  The lowest you can get her surface spotting range while shooting is 8.3km.
  • For tier 5, Concealment Expert is the current best choice.  This will drop your surface detection range marginally and will allow you to stealth fire your torpedoes.  I would argue these points could be better spent on other skills if you wanted to try and make her primary guns viable.

 

I would seriously consider looking at making her a dueling specialist with her guns. Basic Fire Training, Expert Marksman and Demolition Expert could all be hilarious but keep in mind this ship will never likely be a knife fighting champion given her fragility.

Edited by LittleWhiteMouse
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MrDeaf    2,514

nice writeup

 

I went the gunboat route.

SA, BFT, EM.

I'm not sure which T3 to go for, since T2 matches tend to be short lived, which means extra smoke is almost never necessary, while the enemy torps are somewhat easily spotted and Tachibana herself has some amazing agility.

 

This ship reminds me of a Farragut, except in T2.

Low HP for her tier, guns that aren't terribly effective against larger ships, torps that are a tad bit short ranged, but featuring great agility and guns traverse that is powered by a V8.

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wulfgar3    72

LittleWhiteMouse,

 

+1

 

Fantastic write-up! I always enjoy reading your posts. Your articulate and engaging review demands I heed the call of my own Tachibana (who has been sitting in port gathering seaweed).

 

Thank you for the time and effort you put into these reviews. You are very much appreciated! :honoring:

 

~Wulf

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Camo68    491

Excellent review LWM

 

My thoughts: Two main issues with this ship are

  • The low range guns (with low alpha damage) mean you will be dueling at a disadvantage, and
  • the Short Range very slow torps which can only just be fired from stealth (with a Concealment Expert Captain*)

 

Figuring out how to consistently deal damage will be the challenge to get the best out of her

 

First impressions:  There is no situation where I wouldn't rather be using the Umikaze, but the ship is useful and in tier 2 anything can happen,

 

*The big advantage is you can swap your captains in so you can have a 15+ point capt at tier 2.

Edited by Camo68

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Carrier_Taiyo    855

Excellent review! Very well written, very informative!

 

...of course, reading the review itself made me realize that I didn't want to bother getting the Touchy Banana, but that's still a benefit, too. (Better to realize that before you do the missions than after, right?)


 

Thanks, Mouse! I love reading your  reviews on these ships :medal:


 

On second thought, maybe I should get it just for its name...

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MrDeaf    2,514

I hereby claim Tachibana will probably get nicknamed Green Banana.

 

(even if Tachibana is a citrus fruit)

Edited by MrDeaf

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Thanks LittleWhiteMouse, always enjoy your reviews! Personally, I too was attracted to the quick torpedo reload time but found the slow speed of the torpedoes to not be worth the effort to use and started playing her more like a Tashkent, jumping into gun range, peppering the target and pulling back when they noticed me and it worked fairly well. I think if you consider it a harassment and scouting ship, and not the one to carry the damage, it is fairly effective. Of course, if I had my tier five captain skill, I might reconsider my opinion. I could see a division of these operating as a fairly effective harassment squadron as well. Or, two Tachibana and a BB would also be a good combination... now if only I had a Mikasa...

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Carrier_Taiyo    855

I hereby claim Tachibana will probably get nicknamed Green Banana.

 

(even if Tachibana is a citrus fruit)

 

He touched me! With a banana! A TouchyBanana! I'M TELLING!! :child:

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Xero_Snake    727

Tachibana: Mandarin Orange in Japanese

 

Another Chinese New Year "Red Packet" sales/giveaway alongside Anshan?

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IpityU    0

Safe to say that "worthless" would be a generous description of this ship.   

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Safe to say that "worthless" would be a generous description of this ship.   

 

If one is a dedicated DD lover (as I am), "worthless" hardly sums this up.  I discovered this game and began playing in March.  Tachi was the first premium ship I ran into and was so sad to find she couldn't be purchased.  I wanted here since that very first game and am glad I have her.  Tactics dictated by her stats, she's been very fun for me so far.  After reading this thread, the ship has become even more fun as I'm more a gun boat than PT boat kinda guy.  

 

All things considered, I'm very happy with her.  There's no gimmicks to this ship, like stealth torping or invisi firing.  All exp has got to be earned the old fashioned way.  By any means possible.  

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Crucis    2,861

I actually think that the Tachibana plays a lot like a USN DD, with its short range torps and quick firing guns.

 

There will be times when you want to stick to playing the stealthy ninja torp spamming DD, particularly if you're in a tier 3 battle with some BB's to torp.  OTOH, if you're in a tier 2 battle with a lot of more nimble ships, you may find that some combination of stealth and gunboat tactics is better.

 

I would suggest that weak as its guns are, its turrets turn a lot faster and the guns fire a lot quicker and this can make up for a lot.  For example, if you find yourself in a 1v1 duel vs a Umikaze and you're good with your Tachibana's guns, there's no reason you shouldn't abuse the Umikaze with your RoF.  Also, if you're in a situation where there's a lot of ships in a relative small area and you're around the fringes, there's no reason you can't use your guns to pew-pew-pew any enemy you see.

 

I won't say that the Tachibana has the raw firepower to trash enemy ships (other than DD's) with its guns.  But at the same time, don't undervalue its high RoF and quick turning turrets either.  Also, don't be afraid to use AP, particularly against any tier 1 ships you face, if you get broadside shots.  If you know where to aim, your high RoF and AP rounds can tear any tier 1 ship to shreds faster than you might believe possible.

 

And for what it's worth, the Tachi really does benefit from having a CE trained captain to put in her.

 

 

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Yorcke    33

The Tachibana reminds of those Japanese sports cars of the 1970s; cards like Datsun etc., or a modern Mazda Miata .....

She's light, agile, fast and just a touch flakey; but cute and loads of fun just scooting about. 

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Deputy276    596

It's on sale this weekend for $4.41. Hard to resist that price. Just not sure I would be using it very much. :Smile_sad:

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I wish we had the destroyer before the Tachibana class, the Matsu class upon which she was derived from.  The Matsu class had a destroyer by the name of Momo.    Since Tachibana and Matsu class dd's are so similiar I went and purchased this little destroyer because of my name.     

She's really fun to take out, but I recently acquired another low tier dd. The USS Smith. Whether I prefer the Tachibana to the USS Smith? I don't know. I think both DD have their charm and quirks. I enjoy them both.   It also gives me a choice of ship to take out to play with people new to the game. (With is underlined because I don't go seal clubbing, I'm playing with people I've invited to the game and just started.)

 

 

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On 2/11/2016 at 0:10 AM, Xero_Snake said:

Tachibana: Mandarin Orange in Japanese

  Umm.. I think the word you're looking for is Mikan. 

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