Akizuki
Revision as of 22:53, 6 January 2018 Updated upgrades section and deleted error. | Revision as of 22:54, 6 January 2018 | |||
Line 15: | Line 15: | |||
Her handling takes some getting used to. She is far slower to respond to helm commands than Japanese destroyer captains will be accustomed to, and her slow top speed is a notable handicap. Being a very large destroyer, she will also eat lots of damage, although her very large health pool mitigates this problem to an extend. Her anti-aircraft suite beats out every other Japanese destroyer in the game, beating most destroyers in raw anti-air capabilities. ''Akizuki'' requires some adaptation in play, but she's more than capable of dishing out copious amounts of punishment in the hands of a captain who has taken the time to decipher how to play her well. | Her handling takes some getting used to. She is far slower to respond to helm commands than Japanese destroyer captains will be accustomed to, and her slow top speed is a notable handicap. Being a very large destroyer, she will also eat lots of damage, although her very large health pool mitigates this problem to an extend. Her anti-aircraft suite beats out every other Japanese destroyer in the game, beating most destroyers in raw anti-air capabilities. ''Akizuki'' requires some adaptation in play, but she's more than capable of dishing out copious amounts of punishment in the hands of a captain who has taken the time to decipher how to play her well. | |||
? | {{block|!|content=When facing | + | {{block|!|content=When facing destroyers her tier or higher, captains lacking the Inertial Fuse for HE commander skill are advised to use armor-piercing rounds as ''Akizuki''’s 100mm HE shells lack sufficient penetration to deal consistent damage.}} | |
{{VideoYT|Y8xzicz9knA|320}} | {{VideoYT|Y8xzicz9knA|320}} |
Revision as of 22:54, 6 January 2018
100 mm/65 Type 98 on a Model A mount4 х 2 pcs. |
Rate of Fire20 shots/min. |
Reload Time3 sec. |
Rotation Speed16 deg./sec. |
180 Degree Turn Time11.25 sec. |
Firing Range11.33 km. |
Maximum Dispersion99 m. |
HE Shell100 mm HE Type98 |
Maximum HE Shell Damage1,200 |
Chance of Fire on Target Caused by HE Shell5 % |
Initial HE Shell Velocity1000 m./s. |
HE Shell Weight13 kg. |
AP Shell100 mm AP Type98 |
Maximum AP Shell Damage1,700 |
Initial AP Shell Velocity1000 m./s. |
AP Shell Weight13 kg. |
610 mm Quad1 х 4 pcs. |
Rate of Fire0.59 shots/min. |
Reload Time101 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoType90 mod. 1 |
Maximum Damage17,233 |
Torpedo Speed62 knot |
Torpedo Range9.99 km. |
100 mm/65 Type 98 on a Model A mount4 х 2 pcs. |
. . . Average Damage per Second83.2 |
. . . Firing Range5.01 km. |
25 mm/60 Type 96 on a triple mount1 х 3 pcs. |
. . . Average Damage per Second3.3 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a twin mount6 х 2 pcs. |
. . . Average Damage per Second16.2 |
. . . Firing Range2.49 km. |
Maximum Speed33 knot |
Turning Circle Radius730 m. |
Rudder Shift Time7.8 sec. |
Surface Detectability Range7.53 km. |
Air Detectability Range3.56 km. |
Akizuki — Japanese Tier VIII destroyer.
Akizuki-class destroyers were designed as air defense ships to escort swift carrier formations. Their main battery was represented by eight 100 mm/65 guns. A total of 13 destroyers of this class were ordered, and 12 were built. After entering service in June 1942, Akizuki participated in the Battle of the Eastern Solomons and the Guadalcanal Campaign, the Battle of the Philippine Sea, and the Battle of Leyte Gulf. The destroyer was sunk during the Battle of Cape Engaño.
Modules
Compatible Upgrades
Slot 1 |
|||||
---|---|---|---|---|---|
Slot 2 |
|||||
Slot 3 |
|||||
Slot 4 |
|||||
Slot 5 |
Player Opinion
Performance
Tier VIII's Akizuki is a major departure from the rest of the Japanese destroyer line. She packs both more guns and fewer torpedoes than any of her cousins that surround her on the tech tree, giving her a very different playstyle than any ship before or after. She is a unique ship that requires a completely different approach to the typical ninja-like playstyle of other Japanese destroyers that attempt to overwhelm their enemies with torpedoes fired from stealth. She is a gunboat which can output punishing salvos to enemy ships like USN or Russian DDs while retaining the excellent stealth from the other IJN DDs. Pretty much no other destroyers can match her firepower at the same tier, lower tier destroyers will get shredded, and higher tier destroyers will have problems dealing with her.
Akizuki’s main battery is comprised of four (4) double 100mm turrets. Unlike most Japanese destroyer gun turrets, these turn quickly, roughly on par with those found in the middle tiers of the American destroyer line aboard Nicholas, Farragut, and Mahan. She can get all of her guns on target even while maneuvering, and their rate of fire rivals that of Tier X American destroyer Gearing (although Akizuki’s shells do far less damage than Gearing’s). Also notable is the initial velocity of those shells: 1000 meters per second. This gives Akizuki’s guns a relatively flat arc at close range; they are comfortable to fire and fairly easy to guide on to target. However, her shells lose velocity quickly, and beginning around 10 km they will have a very high ballistic arc similar to those of Atlanta. This is not necessarily a bad thing, as it enables her to fire over islands when needed. Her main battery is equally capable of chewing up battleship and cruiser superstructure with armor-piercing rounds or dueling enemy destroyers with high explosive ones.
Using Armor Piercing on a close range fight will deal devastating damage to any ships. Although the individual shells still do little damage, the amount of damage over time is not to be underestimated. Using Armor Piercing on other Destroyers on a broadside is a valid option, as these 100mm shells will not over penetrate other destroyers.
While her guns are excellent, her torpedo armament is lacking. She mounts only a single quadruple launcher — compared to the double quadruple launchers of Kagero, Shiratsuyu, and Yūgumo — on a relatively long reload of 112 seconds. Akizuki has access to an improved version of the Torpedo Reload Booster consumable without having to give up access to Smoke Generator , so she is capable of doing significant damage with her torpedo armament against unsuspecting captains by virtue of mounting the same Type 93 mod. 2 torpedoes that Kagero carries. She is the only ship able to mount both consumables at the same time. Like Shiratsuyu, her Torpedo Reload Booster consumable reloads faster than the one found on other ships.
Her handling takes some getting used to. She is far slower to respond to helm commands than Japanese destroyer captains will be accustomed to, and her slow top speed is a notable handicap. Being a very large destroyer, she will also eat lots of damage, although her very large health pool mitigates this problem to an extend. Her anti-aircraft suite beats out every other Japanese destroyer in the game, beating most destroyers in raw anti-air capabilities. Akizuki requires some adaptation in play, but she's more than capable of dishing out copious amounts of punishment in the hands of a captain who has taken the time to decipher how to play her well.
When facing destroyers her tier or higher, captains lacking the Inertial Fuse for HE commander skill are advised to use armor-piercing rounds as Akizuki’s 100mm HE shells lack sufficient penetration to deal consistent damage.
Pros:
- Quick-turning, fast-firing main battery guns.
- Armor-piercing rounds are punishing against broadside ships thanks to her rate of fire.
- Flat shell arcs in close combat means she will land more consistent hits on the enemy compared to the destroyers such as USN DDs
- Best-in-class Anti-Aircraft suite (without Defensive AA Consumable)
- Can equip Torpedo Reload Booster consumable that reduces torpedo reload time to 5 seconds, and doesn't have to give up Smoke Generator to do so.
Cons:
- Slow to accelerate and low top speed for a destroyer.
- Handles more like a cruiser than a destroyer; large turning circle and slow rudder shift make Akizuki feel sluggish.
- High explosive shells have very low damage and fire chance.
- Only one torpedo launcher (on a long reload) means she is almost totally reliant on her guns for damage.
- Her 100mm shells are hard pressed to damage certain targets; hits for zero damage against cruisers and battleships are not uncommon.
Research
Optimal Configuration
Upgrades
Akizuki’s gunboat playstyle means that her upgrade modules will look very similar to that of similarly-tiered cruisers and Russian destroyers. Main Armaments Modification 1 in slot 1 and Propulsion Modification 1 in slot 2 are the top choices for these slots. Aiming Systems Modification 1 in slot 3 is one of the best options, though a case can be made for AA Guns Modification 2 () in that second slot as will increase the ship's AA range to 6km (7.2 with the Advanced Firing Training commander skill). Either Steering Gears Modification 2 or Propulsion Modification 1 () should be slotted into slot 4 either for faster acceleration, or better rudder shift. Like all Tier VIII+ destroyers, Concealment System Modification 1 is a must-have in slot 5.
Commander Skills
Recommended Commander Skills | ||||||||
---|---|---|---|---|---|---|---|---|
Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★ |
★★ |
|
|
|
|
★ |
|
2 |
|
|
|
|
|
|
★★ |
★★★ |
3 |
|
★★ |
|
|
★ |
|
★ |
|
4 |
|
|
★★★ |
|
★★ |
|
|
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Akizuki can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Smoke Generator
- Slot 3: Engine Boost
- Slot 4: Torpedo Reload Booster
A gunboat destroyer like Akizuki is inevitably going to come under heavy fire; the abbreviated cooldown on Damage Control Party II () will eventually pay for itself. Shelling out the doubloons or credits here is highly recommended. Her low speed also makes the shortened cooldown on Engine Boost II () highly attractive. Paying for Smoke Generator II () is captain's choice, but there are times that the shortened cooldown on smoke is the difference between sneaking away and going to the bottom.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Players who wish to spend doubloons can equip Akizuki with Type 18 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
Signals
Victor Lima () and India X-Ray () signal flags will help boost Akizuki’s meager fire chance, especially when combined with Demolition Expert. Juliet Charlie () should also go along with those flags in order to prevent detonations. Sierra Mike () will help make up some of her deficiency in top speed.
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★★★ |
|
|
|
★★★ |
★★★ |
★★ |
|
★★ |
★★★ |
★★ |
|
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Akizuki engages an enemy Izumo class battleship with torpedoes and gunfire.
Historical Info
Historical Gallery
Video