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Hakuryu

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Revision as of 21:37, 22 February 2017
Added note regarding Dogfighting Expert and Demolition Expert in commander skills; added recommendation for premium camouflages
Revision as of 21:20, 20 February 2019
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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
?An aircraft carrier designed to be an enlarged and enhanced version of the ''[[Taiho]]'' class. ''Hakuryu'' was superior to her predecessor in size, armor and artillery power. Owing to an increased hangar, she could carry the largest air group among all Japanese aircraft carriers.+An aircraft carrier designed to be an enlarged and enhanced version of the ''Taiho'' class. ''Hakuryu'' was superior to her predecessor in size, armor and artillery power. Owing to an increased hangar, she could carry the largest air group among all Japanese aircraft carriers.<br><br>{{Model3DViewer|e33ef99142df4e4799e3064591d9a3fb}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?Rightly dubbed as the "Sky Hammer" due to the notion that she can have a lot of squadrons in the air at any given time, the Hakuryu is a battleship's worst nightmare, with special mention to the Yamato which was sunk by aircraft during her very last sortie, as she can field a large number of squadrons, one particular loadout having six strike aircraft at her disposal, to destroy any capital ship or a standard ship in the water. The cost of having a large number of squadrons in the air however is the fact that each squadron has a small air wing than their US counterparts and can be easily destroyed by a very solid AA screen or good fighters that can intercept the planes. The carrier is no slouch when it comes to visibility as being large as she is, she has a rather reasonable concealment value, better than her counterpart the Midway.+''Hakuryu'' is a battleship's worst nightmare. She can field a large number of squadrons to destroy any ship in the water, with up to five strike squadrons at her disposal. However, there is a cost of having so many squadrons: each squadron has a smaller number of planes than their American counterparts which means they can be easily destroyed by a solid AA screen or by intercepting fighters. Despite being large as she is, ''Hakuryu'' has a rather reasonable concealment value and top speed, better than her American counterpart, ''[[Midway]].
? +
?|Research=<!-- write text about priority sequence of research below -->+
  
 |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
?* Can put several squadrons into the air at any given time, especially strike aircraft+* Can put several squadrons into the air at any given time, especially strike aircraft.
?* Carrier itself has good concealment values+* Excellent concealment.
?* Deck does not burn easily+* Does not catch fire easily.
?* A daunting thing to be wary of in high tier matches+* Shorter reload time on squadrons helps ''Hakuryu'' have a larger impact in the battle more quickly.
?* Fighters are rather sound at their tier+* Tier X dive bombers are great scouts and are fast enough that enemy fighters will have trouble catching them.
 +* Good alpha damage with strike aircraft.
 +* Faster than ''Midway'' and easier to dodge enemy fire.
 +* Thin armor makes most AP shells overpenetrate for minimal damage.
  
 |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
?* Squadron has a small air wing which makes it a bit easy to have fighters intercept them+* Small squadron size which makes it a bit easy to have fighters intercept them.
?* Fighters are still swamped by US fighters in dogfights+* Slightly worse AA than ''Midway'', but still plenty to fend off smaller enemy air strikes.
 +* Lower hangar capacity than Midway, but still difficult to run out of squadrons when playing carefully.
 +* Weaker armor than that of ''Midway'' makes ''Hakuryu'' less viable in open warfare.
 + 
 +|Research=<!-- write text about priority sequence of research below -->
 + 
 + 
 +Researching the flight control mods is listed last due to the fact that the anti-air at this tier is so powerful and managing multiple squads is the most difficult at this tier. Additionally, the mod. 2 Flight Control only adds one extra dive bomber squadron to the player's loadout, which may not be very helpful at all and will reduce the ratio of allocated torpedo bombers. Additionally, researching mod. 2 or mod. 3 Flight Control depends on the player's preference.
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
  
 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
?As a carrier at Tier X with all six possible upgrade slots, it's best to mount [[Ship:Upgrades#Air_Groups_Modification.C2.A01|Air Groups Modification 1]], [[Ship:Upgrades#Flight_Control_Modification.C2.A01|Flight Control Modification 1]] (for faster aircraft servicing time / rearming time) or [[Ship:Upgrades#Air_Groups_Modification.C2.A02|Air Groups Modification 2]] (for better fighter capability in fighting enemy fighters and taking down enemy bombers), [[Ship:Upgrades#Air_Groups_Modification.C2.A03|Air Groups Modification 3]] (for better plane survivability due to the powerful anti-air armaments of cruisers at this tier), [[Ship:Upgrades#Damage_Control_System_Modification.C2.A01|Damage Control System Modification 1]], [[Ship:Upgrades#Damage_Control_System_Modification.C2.A02|Damage Control System Modification 2]] (if the player chooses to use Emergency Takeoff Skill and does not have Damage Control Party ready) or [[Ship:Upgrades#Propulsion_Modification.C2.A02|Propulsion Modification 2]] (if the player feels the need to relocate and avoid enemies is more important), and [[Ship:Upgrades#Concealment_System_Modification.C2.A01|Concealment System Modification 1]] on ''Hakuryu''.+*'''Slot 1''': {{Air Groups Modification 1}}
 +*'''Slot 2''': {{Aircraft Engines Modification 1}}
 +*'''Slot 3''': {{Torpedo Bombers Modification 1}}
 +*'''Slot 4''': {{Torpedo Bombers Modification 2}}
 +*'''Slot 5''': {{Concealment System Modification 1}}
 +*'''Slot 6''': {{Air Groups Modification 2}}
 + 
 +<!-- '''Upgrade Slot 3''' is the 1st main choice of upgrades with ''{{#var:ship_name}}''. For players looking to improve their fighter's capabilities, {{Air Groups Modification 2}} is highly recommended, especially when using the Type 10 mod. 3 flight control system. Otherwise, the {{Flight Control Modification 1}} helps players land and launch ''{{#var:ship_name}}''’s multiple flight squadrons, as ''{{#var:ship_name}}'' has a staggering eight separate plane squadrons to manage. -->
 + 
 +'''Upgrade Slot 5''' offers players {{Concealment System Modification 1}}, which stacks with [[Ship:Commander#Concealment_Expert|Concealment Expert]] and camouflage to bring ''{{#var:ship_name}}''’s surface detection down to a small range of 11.5 km.
 + 
 +'''Upgrade Slot 6''' is the 2nd main choice of upgrades with ''{{#var:ship_name}}''. Due to the common presence of multiple battleships and cruisers with very high AA power, {{Air Groups Modification 2}} is highly recommended to make sure ''{{#var:ship_name}}''’s planes will survive their trip to and from their target. If survivability isn't the player's foremost preference, {{Flight Control Modification 2}} is viable, increasing the speed gap between ''{{#var:ship_name}}''’s and ''[[Midway]]''’s planes, allowing the smaller Japanese squadrons to outrun their American counterparts.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?As ''Hakuryu'' is a Tier X carrier, the player has access to the special carrier [[Ship:Consumables#Defensive_AA_Fire|Defensive Fire]] consumable, which lasts for two minutes and increases the ship's AA DPS by a factor of 1.75. Coupled with Basic Firing Training and Manual Fire Control for AA Armament, the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively. Or, as Hakuryu has access to the Concealment System Modification, the player can opt to choose to utilize the Concealment Expert skill as an indirect form of further protection from enemy ships (with skill, camouflage, and upgrade, detection is 11.12km). Owing to Hakuryu's superb array of bomber squadrons, being a very stealthy carrier will allow the player to strike at enemies relentlessly, being able to simultaneously be close to the enemy as well as "cycle" the attack squadrons out in quick succession, as the planes at this tier are very fast and even more so after they have dropped their bombs on the enemy.+''{{#var:ship_name}}'' uses the standard Japanese carrier captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. [[Ship:Commander#Aircraft_Servicing_Expert|Aircraft Servicing Expert]], [[Ship:Commander#Torpedo_Acceleration|Torpedo Acceleration]], [[Ship:Commander#Torpedo_Armament_Expertise|Torpedo Armament Expertise]], and [[Ship:Commander#Air_Supremacy|Air Supremacy]] are "must have" skills. [[Ship:Commander#Dogfighting_Expert|Dogfighting Expert]] is still useful despite ''{{#var:ship_name}}''’s planes being top tier as the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.
?{{block|i|content=The Dogfighting Expert skill is not generally recommended; however, it may be useful for captains pursuing an '''Air Superiority Build''' who have not yet researched upgraded fighters. It is overall recommended to '''not''' take the skill due to Hakuryu being guaranteed top tier. Additionally, due to dive bombers having over 100% chance of causing fires, Demolition Expert is not a recommended skill.}}+ 
 +For AA defense, ''{{#var:ship_name}}'' has medium-caliber 100mm guns that benefit greatly from Manual Fire Control for AA Armament. [[Ship:Commander#Basic_Firing_Training|Basic Firing Training]] is also a good choice to boost all AA guns' DPS by 20%. And as ''{{#var:ship_name}}'' is a Tier IX carrier, the player has access to the special Japanese carrier version of {{Defensive AA Fire}}, which lasts for two minutes and increases the ship's AA DPS by a factor of '''1.75'''. Coupled with '''Basic Firing Training''' and [[Ship:Commander#Manual_Fire_Control_for_AA_Armament|Manual Fire Control for AA Armament]], the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively and greatly reduce the damage taken from an enemy carrier's attack.
 + 
 +[[Ship:Commander#Evasive_Maneuver|Evasive Maneuvers]] is recommended as it increases the bombers' survivability when returning to the carrier, and is especially useful when the enemy targets have activated {{Defensive AA Fire}}.
 + 
 +Any skills that are related to an enemy vessel firing on your carrier are not useful, as the cost-benefit of investing in survivability skills is not worth the minimal benefit they offer. ''{{#var:ship_name}}'' is large and unarmored, and will not survive an attack by any ship larger than a destroyer. ''{{#var:ship_name}}'' captains must position their ship near friendlies and far back from the enemy fleet. [[Ship:Commander#Concealment_Expert|Concealment Expert]] may be taken to further reduce detection range if the captain so desires.
  
 {{Commander Skills {{Commander Skills
?| Priority Target = 1+| Priority Target =
?| Preventative Maintenance = 1+| Preventative Maintenance =
 | Expert Loader =  | Expert Loader =
 | Aircraft Servicing Expert = 3 | Aircraft Servicing Expert = 3
 | Direction Center for Catapult Aircraft =  | Direction Center for Catapult Aircraft =
 | Dogfighting Expert = 2 | Dogfighting Expert = 2
?| Incoming Fire Alert = 1+| Incoming Fire Alert =
 | Evasive Maneuver = 2 | Evasive Maneuver = 2
  
?| High Alert = 1+| High Alert =
 | Jack of All Trades =  | Jack of All Trades =
 | Expert Marksman =  | Expert Marksman =
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 | Smoke Screen Expert =  | Smoke Screen Expert =
 | Expert Rear Gunner = 2 | Expert Rear Gunner = 2
?| Adrenaline Rush = 2+| Adrenaline Rush =
?| Last Stand = 1+| Last Stand =
  
 | Survivability Expert =  | Survivability Expert =
?| Basics of Survivability = 2+| Basics of Survivability =
 | Torpedo Armament Expertise = 3 | Torpedo Armament Expertise = 3
?| Emergency Takeoff = 3+| Emergency Takeoff = 1
?| Basic Firing Training = 2+| Basic Firing Training = 1
 | Superintendent =  | Superintendent =
?| Demolition Expert = 1+| Demolition Expert =
?| Vigilance = 1+| Vigilance =
  
 | Manual Fire Control for Secondary Armament =  | Manual Fire Control for Secondary Armament =
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 | Inertia Fuse for HE Shells =  | Inertia Fuse for HE Shells =
 | Air Supremacy = 3 | Air Supremacy = 3
?| Advanced Firing Training = +| Advanced Firing Training = 1
 | Manual Fire Control for AA Armament = 2 | Manual Fire Control for AA Armament = 2
 | Radio Position Finding =  | Radio Position Finding =
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 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?As a carrier at Tier X, ''Hakuryu'' has access to [[Ship:Consumables#Damage_Control_Party|Damage Control Party]] and [[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire]].+''{{#var:ship_name}}'' can equip the following consumables:
 +* '''Slot 1:''' {{Damage Control Party}}
 +* '''Slot 2:''' {{Defensive AA Fire}}
 + 
 +Premium {{Defensive AA Fire II}} is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Premium {{Damage Control Party II}} is not recommended as it is only needed in dire moments, or when the player is the last one alive.
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
 [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range. [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range.
  
?Players who wish to spend doubloons are recommended to equip ''Hakuryu'' with the permanent [[Ship:Camouflage#Permanent_Camouflage|Type 20 camouflage]] rather than the pay-per-battle premium [[Ship:Camouflage#Standard_Camouflage|Type 6 camouflage]] as the permanent Type 20 lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of repairs, and increases the amount of credits and experience she earns. The premium Type 6, unlike the permanent Type 20, '''does not''' provide repair cost reduction benefits nor does it increase the amount of credits earned.+Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 20 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns.
  
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?As a carrier, ''Hakuryu'' can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (for faster XP grinding / increased XP gain per battle), Zulu Hotel (when coupled with Equal Speed Charlie London greatly helps increase commander (re)training), November Echo Setteseven (for better bomber self-defense against fighters and increased AA DPS), and Juliet Whiskey Unaone (to have a better chance at causing flooding and dealing damage via flooding). Players can also choose to equip the Dragon Flag for faster commander (re)training.+As a carrier, ''{{#var:ship_name}}'' can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}), Zulu Hotel ({{Zulu Hotel|Size=18px}}), and, for the last two: November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) and Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}).
  
 {{Signal Flags {{Signal Flags
 +| November Echo Setteseven = 3
 +| Mike Yankee Soxisix =
 +| India X-Ray =
 +| Juliet Yankee Bissotwo =
 +| Victor Lima =
 | Hotel Yankee =  | Hotel Yankee =
 +
 +| November Foxtrot =
 +| Sierra Mike = 1
 +| India Delta =
 +| Juliet Whiskey Unaone = 3
 +| India Yankee =
 | Juliet Charlie =  | Juliet Charlie =
?| November Foxtrot = 1+ 
 | Zulu = 1 | Zulu = 1
?| Juliet Yankee Bissotwo =  
?| India Delta =  
? 
?| India Yankee =  
?| November Echo Setteseven = 3 
?| Zulu Hotel = 1 
 | India Bravo Terrathree =  | India Bravo Terrathree =
?| Sierra Mike = +| Equal Speed Charlie London = 3
?| Victor Lima = +| Zulu Hotel = 3
? +
?| Mike Yankee Soxisix = +
 | Papa Papa =  | Papa Papa =
?| India X-Ray = + 
?| Equal Speed Charlie London = 2+| Wyvern = 1
?| Juliet Whiskey Unaone = 3+| Red Dragon = 1
 | Dragon Flag = 1 | Dragon Flag = 1
 +| Ouroboros =
 +| Hydra = 1
 }} }}
  
 |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery> |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery>
? +File:Hakuryu (9).jpg
 +File:Hakuryu (10).jpg
 +File:Hakuryu (13).jpg|Frontal view of ''{{#var:ship_name}}''
 +File:Hakuryu (16).jpg|''{{#var:ship_name}}'' sailing into battle
 </gallery> </gallery>
  
 |History=<!-- write text below --> |History=<!-- write text below -->
 +The ''Hakuryu'' (白竜, "White Dragon") is based off of Project G15 "Taiho-Kai" which was an attempt by Japanese designers to create a successor to the flawed ''[[Taiho]]'' class. She was to be larger, better armed, better protected, carry a larger airgroup, and would've corrected the numerous flaws found in her predecessor's design. Seven of the class were planned to be laid down between 1944 and 1945 with an expected completion date between 1947 and 1948. However, the project was suspended after the Battle of Midway in order to focus construction efforts on the smaller ''Unryu''-class before finally cancelled in August of 1943 in order to concentrate development on the smaller less expensive G18 class.
  
?The Hakuryu (白竜, "White Dragon") is based off of Project G15 "Taiho-Kai," an attempt by Japanese designers to create a successor to the flawed Taiho class. She was to be better armed, better protected, carry a larger airgroup and would've corrected the numerous flaws found in her predecessor's design. Seven of the class were planned to be laid down between 1944 and 1945 which would've been completed between 1947 and 1948. The project was suspended after the Battle of Midway in order to focus construction efforts on the smaller Unryu class and finally cancelled in August of 1943 in order to focus resources on the smaller and cheaper G15 class.+The name "Hakuryu" was given to the class by Wargaming in accordance with the Imperial Japanese tradition to name aircraft carriers after birds or mythological creatures.
  
?The name "Hakuryu" was given to the class by Wargaming in accordance with the IJN tradition to name aircraft carriers after birds or mythological creatures.+===Historical Inaccuracies===
 +* No ship in the Imperial Japanese Navy was ever named ''Hakuryu''.
 +* Production of the Japanese 40 mm Bofors began in late 1944; ''Hakuryu'' was cancelled in 1943.
 +* The Japanese version of the 40 mm Bofors had a defective fuse design which limited its effective range to ~3.0 km.
  
 |HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery> |HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery>

Revision as of 21:20, 20 February 2019

Hakuryū
Hakuryū_wows_main.jpg
Tech Tree Position
Shōkaku
Arrow_down.png
Hakuryū_icon_small.png
Arrow_down.png
Sekiryu
stock
 top
General
Research price355000 exp
Purchase price28,000,000 Credits
Hit Points63,100 
Secondary Armament #1
100 mm/65 Type 98 on a twin mount12 х 2 pcs.
Firing Rangekm.
Rate of Fire20.98 shots/min.
Reload Time2.86 sec.
HE Shell100 mm HE Type98 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity1000 m./s.
Chance of Fire on Target Caused by HE Shell%
AA Defense
100 mm/65 Type 98 on a twin mount12 х 2 pcs.
. . . Average Damage per Second249.6 
. . . Firing Range5.01 km.
40 mm/60 Type 5 on a twin mount22 х 2 pcs.
. . . Average Damage per Second242 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed34.5 knot
Turning Circle Radius1 250 m.
Rudder Shift Time17.1 sec.
Concealment
Surface Detectability Range15.19 km.
Air Detectability Range11.42 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
X
Ship_PJSA110_Hakuryu.png
28,000,000

Hakuryū — Japanese Tier X aircraft сarrier.

An aircraft carrier designed to be an enlarged and enhanced version of the Taiho class. Hakuryu was superior to her predecessor in size, armor and artillery power. Owing to an increased hangar, she could carry the largest air group among all Japanese aircraft carriers.

Modules

Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Hakuryū63,100131301222/12 03,000,000
Attack Aircraft Speed
(knot)
IDS_SHIP_PARAM_SQUADRON_MED_DAMAGE
(HP/min)
IDS_SHIP_PARAM_SQUADRON_AMMO_AMOUNTHit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A7M Reppū1561,450 01,000,000
A8M Rikufū1651,510 38,0002,500,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
C6N Saiun9,3331411,750 01,000,000
J5N Tenrai Type 91 mod. 79,3331451,820 38,0002,500,000
Bombers Maximum Bomb Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A7M Reppū1481,720 01,000,000
J5N Tenrai1521,790 38,0002,500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 240,000 hp34.5 0900,000

Compatible Upgrades

 Slot 1 
Air Groups Modification 1
Auxiliary Armaments Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Aircraft Engines Modification 1
 Slot 3 
Secondary Battery Modification 1
Torpedo Bombers Modification 1
Attack Aircraft Modification 1
Aerial Torpedoes Modification 1
 Slot 4 
Damage Control System Modification 2
Attack Aircraft Modification 2
Torpedo Bombers Modification 2
Bombers Modification 1
Airstrike Modification 1
 Slot 5 
Flight Control Modification 1
Concealment System Modification 1
Squadron Consumables Modification 1
 Slot 6 
Flight Control Modification 2
Air Groups Modification 2
Fuel Injection System
Auxiliary Armaments Modification 2

Player Opinion

Performance

Hakuryu is a battleship's worst nightmare. She can field a large number of squadrons to destroy any ship in the water, with up to five strike squadrons at her disposal. However, there is a cost of having so many squadrons: each squadron has a smaller number of planes than their American counterparts which means they can be easily destroyed by a solid AA screen or by intercepting fighters. Despite being large as she is, Hakuryu has a rather reasonable concealment value and top speed, better than her American counterpart, Midway.

Pros:

  • Can put several squadrons into the air at any given time, especially strike aircraft.
  • Excellent concealment.
  • Does not catch fire easily.
  • Shorter reload time on squadrons helps Hakuryu have a larger impact in the battle more quickly.
  • Tier X dive bombers are great scouts and are fast enough that enemy fighters will have trouble catching them.
  • Good alpha damage with strike aircraft.
  • Faster than Midway and easier to dodge enemy fire.
  • Thin armor makes most AP shells overpenetrate for minimal damage.

Cons:

  • Small squadron size which makes it a bit easy to have fighters intercept them.
  • Slightly worse AA than Midway, but still plenty to fend off smaller enemy air strikes.
  • Lower hangar capacity than Midway, but still difficult to run out of squadrons when playing carefully.
  • Weaker armor than that of Midway makes Hakuryu less viable in open warfare.

Research

Researching the flight control mods is listed last due to the fact that the anti-air at this tier is so powerful and managing multiple squads is the most difficult at this tier. Additionally, the mod. 2 Flight Control only adds one extra dive bomber squadron to the player's loadout, which may not be very helpful at all and will reduce the ratio of allocated torpedo bombers. Additionally, researching mod. 2 or mod. 3 Flight Control depends on the player's preference.

Optimal Configuration

Upgrades


Upgrade Slot 5 offers players Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship., which stacks with Concealment Expert and camouflage to bring Hakuryū’s surface detection down to a small range of 11.5 km.

Upgrade Slot 6 is the 2nd main choice of upgrades with Hakuryū. Due to the common presence of multiple battleships and cruisers with very high AA power, Air Groups Modification 2 : +7.5% aircraft HP. is highly recommended to make sure Hakuryū’s planes will survive their trip to and from their target. If survivability isn't the player's foremost preference, Flight Control Modification 2 : +5% cruising speed. is viable, increasing the speed gap between Hakuryū’s and Midway’s planes, allowing the smaller Japanese squadrons to outrun their American counterparts.

Commander Skills

Hakuryū uses the standard Japanese carrier captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. Aircraft Servicing Expert, Torpedo Acceleration, Torpedo Armament Expertise, and Air Supremacy are "must have" skills. Dogfighting Expert is still useful despite Hakuryū’s planes being top tier as the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.

For AA defense, Hakuryū has medium-caliber 100mm guns that benefit greatly from Manual Fire Control for AA Armament. Basic Firing Training is also a good choice to boost all AA guns' DPS by 20%. And as Hakuryū is a Tier IX carrier, the player has access to the special Japanese carrier version of Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., which lasts for two minutes and increases the ship's AA DPS by a factor of 1.75. Coupled with Basic Firing Training and Manual Fire Control for AA Armament, the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively and greatly reduce the damage taken from an enemy carrier's attack.

Evasive Maneuvers is recommended as it increases the bombers' survivability when returning to the carrier, and is especially useful when the enemy targets have activated Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased..

Any skills that are related to an enemy vessel firing on your carrier are not useful, as the cost-benefit of investing in survivability skills is not worth the minimal benefit they offer. Hakuryū is large and unarmored, and will not survive an attack by any ship larger than a destroyer. Hakuryū captains must position their ship near friendlies and far back from the enemy fleet. Concealment Expert may be taken to further reduce detection range if the captain so desires.

Consumables

Hakuryū can equip the following consumables:

Premium Defensive AA Fire II (While active, the damage per second of large caliber anti-aircraft guns is increased.) is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Premium Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) is not recommended as it is only needed in dire moments, or when the player is the last one alive.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range.

Players who wish to spend doubloons can equip Hakuryū with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns.

Signals

As a carrier, Hakuryū can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (🚫), Zulu Hotel (🚫), and, for the last two: November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) and Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.).


Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery


Ships of Japan
Destroyers  II TachibanaDoubloons • II Umikaze • II Tachibana LimaDoubloons • III Wakatake • IV Isokaze • V Minekaze • V FūjinDoubloons • V KamikazeDoubloons • V Kamikaze RDoubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome BDoubloons • VI ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII HSF Harekaze IIDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • IX Yūgumo • IX Kitakaze • IX MinegumoDoubloons • IX STAR KitakazeDoubloons • X Shimakaze • X Harugumo • X HayateDoubloons •  Yamagiri 
Cruisers  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
Battleships  II MikasaDoubloons • III Kawachi • IV Myōgi • IV IshizuchiDoubloons • V Kongō • V ARP KongōDoubloons • V ARP KirishimaDoubloons • V ARP HarunaDoubloons • V ARP HieiDoubloons • V HSF HieiDoubloons • VI Fusō • VI MutsuDoubloons • VI IseDoubloons • VII Nagato • VII AshitakaDoubloons • VII HyūgaDoubloons • VIII Amagi • VIII Yumihari • VIII KiiDoubloons • VIII Ignis PurgatioDoubloons • VIII RagnarokDoubloons • IX Izumo • IX Adatara • IX MusashiDoubloons • IX HizenDoubloons • IX IwamiDoubloons • IX DaisenDoubloons • IX TsurugiDoubloons • IX Iwami BDoubloons • X Yamato • X Bungo • X ShikishimaDoubloons • X ARP YamatoDoubloons •  Satsuma 
Aircraft Carriers  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu
Aircraft Carriers
Japan  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu 
U.K.  IV Hermes • VI Furious • VI Ark RoyalDoubloons • VIII Implacable • VIII IndomitableDoubloons • VIII ColossusDoubloons • X Audacious • X MaltaDoubloons •  Eagle 
France  VI BéarnDoubloons 
U.S.S.R.  IV Komsomolets • VI Serov • VIII Pobeda • VIII ChkalovDoubloons • VIII Chkalov BDoubloons • X Admiral Nakhimov 
U.S.A.  IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • VIII HornetDoubloons • VIII Saipan BDoubloons • X Essex • X Midway • X Franklin D. RooseveltDoubloons •  United States 
Germany  IV Rhein • VI Weser • VI Erich LoewenhardtDoubloons • VIII August von Parseval • VIII Graf ZeppelinDoubloons • VIII Graf Zeppelin BDoubloons • X Manfred von Richthofen • X Max ImmelmannDoubloons 
Pan-Asia  VIII SanzangDoubloons 
Spain  
Europe  
Netherlands  
Italy  VIII AquilaDoubloons 
Commonwealth  
Pan-America