Fuso
356 mm/45 41st Year Type in a twin turret6 х 2 pcs. |
Rate of Fire2.14 shots/min. |
Reload Time28 sec. |
Rotation Speed3.2 deg./sec. |
180 Degree Turn Time56.25 sec. |
Firing Range19.83 km. |
Maximum Dispersion226 m. |
HE Shell356 mm HE Type0 |
Maximum HE Shell Damage5,700 |
Chance of Fire on Target Caused by HE Shell25 % |
Initial HE Shell Velocity805 m./s. |
HE Shell Weight625 kg. |
AP Shell356 mm AP Type91 |
Maximum AP Shell Damage10,200 |
Initial AP Shell Velocity775 m./s. |
AP Shell Weight673.5 kg. |
127 mm/40 Type 89 on a Model A1 mount4 х 2 pcs. |
Firing Range4.96 km. |
Rate of Fire12 shots/min. |
Reload Time5 sec. |
HE Shell127 mm HE Type0 |
Maximum HE Shell Damage2,100 |
Initial HE Shell Velocity725 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
152 mm/50 41st Year Type on a casemate mount14 х 1 pcs. |
Firing Range4.96 km. |
Rate of Fire6 shots/min. |
Reload Time10 sec. |
HE Shell152 mm HE Type4 |
Maximum HE Shell Damage2,500 |
Initial HE Shell Velocity825 m./s. |
Chance of Fire on Target Caused by HE Shell9 % |
127 mm/40 Type 89 on a Model A1 mount4 х 2 pcs. |
. . . Average Damage per Second40.4 |
. . . Firing Range5.01 km. |
13 mm/76 Type 93 on a twin mount10 х 2 pcs. |
. . . Average Damage per Second20 |
. . . Firing Range1.2 km. |
25 mm/60 Type 96 on a single mount8 х 1 pcs. |
. . . Average Damage per Second14.4 |
. . . Firing Range2.49 km. |
Maximum Speed21.56 knot |
Turning Circle Radius740 m. |
Rudder Shift Time17.1 sec. |
Surface Detectability Range18.33 km. |
Air Detectability Range9.74 km. |
Fusō — Japanese Tier VI battleship.
One of the mightiest battleships of her time. When built, Fuso was the largest warship in the world. She had a fairly powerful artillery and reasonably heavy armor.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
The first of Japan's locally produced super-dreadnoughts, Fuso is a solid-performing Tier VI battleship — particularly once the time and effort of unlocking Hull (B) is invested. Featuring a powerful armament of six turrets with each packing a pair of 14-inch guns, Fuso packs the firepower to potentially wipe out nearly anything she faces — even higher tier battleships — due to her broadside being practically unrivalled by anything she is likely to face.
Once she has her final (1944) hull, she is a force to be reckoned with. Capable of reaching out and touching targets as far away as 21 km, Fuso is a formidable opponent. Her armor is a big improvement over Kongo, giving her the durability to fight pitched battles against other dreadnoughts; sadly, it does not match the armor protection her contemporaries from other nations receive, and her citadel is still fairly vulnerable (particularly from the rear). Fuso also gains a large mobility increase when upgraded, with a speed increase of almost three knots, allowing her to outrun American battleships and out-range them.
Captains will be tempted to show Fuso’s broadside to an enemy to bring all guns to bear, but due to the nature of her armor, this is ill-advised. Instead, Fuso should be sailed into range at an angle, preferably with a destroyer and cruiser screen. Good map awareness will allow captains to determine when it is possible to bring all her turrets to bear on a target without over-exposing her own armor. If properly angled, Fuso can go up against even higher-tiered battleships on fairly equal terms.
Once in range of target, captains should keep in mind that while Fuso’s 14-inch guns are fairly accurate and rapidly firing, due to the longer ranges she will be firing at, they will require constant adjustment. Firing the first three turrets as a ranging and accuracy shot, then firing the aft three often provides the best results in terms of accuracy. At the same time, captains must prioritize targets who are exposed, as the 14-inch shells will have an easier time inflicting massive damage. This is particularly true for equivalent and higher tier American and German battleships.Pros:
- Large health pool.
- Decent top speed for her tier.
- Powerful battery of twelve 14-inch guns in six dual mount turrets.
- Better dispersion than her counterparts from other nations.
- A faster rate of fire than Kongo.
- Decent mobility.
- Good torpedo protection; similar to American dreadnought battleships.
- Impressive range of 21.8 km when upgraded, giving her the longest range among mid-tier ships.
- Broadside can potentially destroy anything in a single salvo provided all shots connect and they penetrate.
- Surprisingly well armored against HE spams and even 16 inchers if angled right (mid-section portion of the deck armor is 35mm thick!).
Cons:
- Sluggish handling characteristics.
- Very high detection range.
- Poor AA suite even when upgraded.
- Poor deck and bulkhead armor don't allow for immune positioning; extremely vulnerable to fires.
- Uses the same gun as Kongo, which has difficulty dealing with more the heavily armored battleships at her tier
- Having two turrets amidships limits forward and rear firepower; turning broadside to use them invites serious damage from enemy battleships.
- Still suffers from battleship dispersion, though her shell volume partially compensates.
Research
Optimal Configuration
Fuso is a battleship that excels at range; he out-ranges every other battleship at Tier VI, and he's one of the most accurate battleships at tier. This is further emphasized by the heavier broadside and faster rate of fire. Close range brawling is something ' should actively avoid, as he loses his primary advantages and his armor can feel non-existent in close combat.
Upgrades
The recommended upgrades for Fusō are as follows:
- Slot 1: Main Armaments Modification 1 *
- Slot 2: Damage Control System Modification 1
- Slot 3: Aiming Systems Modification 1 *
- Slot 4: Damage Control System Modification 2 *
Slot 1 provides players with the first option in choosing a desired role. Typically, Main Armaments Modification 1 is recommended to provide additional survivability to the main battery, but players who desire to specialize in the secondary or anti-aircraft armament may choose Auxiliary Armaments Modification 1 .
Slot 3 allows for further specialization. Generally, Aiming Systems Modification 1 is recommended because it reduces shell dispersion of the main and secondary armaments. A captain wishing to specialize for secondaries should mount Secondary Battery Modification 1 (). Fuso has very weak long-range AA artillery, and no mid-range. AA Guns Modification 1 will literally double the number of flak bursts it produces, but a different upgrade should prove more beneficial.
Slot 4 is usually dedicated to Damage Control System Modification 2 to lessen creeping damage. But for captains who chafe at his 15 second rudder, Steering Gears Modification 2 may be the preferred choice for Fuso.
Commander Skills
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★ |
★ |
★ |
Χ |
Χ |
Χ |
★ |
Χ |
2 |
★★ |
★★ |
★★★ |
Χ |
Χ |
Χ |
★★ |
|
3 |
★★ |
|
Χ |
Χ |
★★ |
★★★ |
|
★ |
4 |
★ |
★★★ |
Χ |
Χ |
★★ |
Χ |
★ |
|
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Players can equip the following consumables on Fuso:
- Slot 1: Damage Control Party
- Slot 2: Repair Party
- Slot 3: Spotting Aircraft
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
Players who wish to spend doubloons can equip Fuso with Type 16 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.