ARP Haguro
IDS_PJGM063_203MM50_TYPE_C_RF_MOD5 х 2 pcs. |
Rate of Fire4.29 shots/min. |
Reload Time14 sec. |
Rotation Speed5 deg./sec. |
180 Degree Turn Time36 sec. |
Firing Range15.58 km. |
Maximum Dispersion131 m. |
HE Shell203 mm HE Type0 |
Maximum HE Shell Damage3,300 |
Chance of Fire on Target Caused by HE Shell17 % |
Initial HE Shell Velocity840 m./s. |
HE Shell Weight125.85 kg. |
AP Shell203 mm AP Type91 |
Maximum AP Shell Damage4,700 |
Initial AP Shell Velocity840 m./s. |
AP Shell Weight125.85 kg. |
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs. |
Firing Range5.6 km. |
Rate of Fire8 shots/min. |
Reload Time7.5 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 % |
610 mm Triple4 х 3 pcs. |
Rate of Fire0.79 shots/min. |
Reload Time76 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoType90 mod. 1 |
Maximum Damage17,233 |
Torpedo Speed62 knot |
Torpedo Range9.99 km. |
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs. |
. . . Average Damage per Second40.4 |
. . . Firing Range5.01 km. |
25 mm/60 Type 96 on a single mount26 х 1 pcs. |
. . . Average Damage per Second46.8 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a triple mount4 х 3 pcs. |
. . . Average Damage per Second13.2 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a twin mount8 х 2 pcs. |
. . . Average Damage per Second21.6 |
. . . Firing Range2.49 km. |
Maximum Speed35 knot |
Turning Circle Radius780 m. |
Rudder Shift Time7.1 sec. |
Surface Detectability Range12.76 km. |
Air Detectability Range6.56 km. |
ARP Haguro — Japanese special premium Tier VII cruiser.
A Heavy Cruiser of the "Fleet of Fog". Modeled after the Imperial Japanese Navy's 4th Myoko-class cruiser, Haguro. Equipped with multiple thruster modules, she uses exceptional speed and agility to overwhelm her opponents. Her Mental Model "Haguro" is known for her sharp tongue and lazy personality. Haguro acts as one of the "Secretaries" in the "Student Council of the Fog", along with Ashigara. This warship has been specially designed for World of Warships, and is modeled after Haguro as she appears in "ARPEGGIO OF BLUE STEEL -ARS NOVA- Cadenza". Currently unavailable for purchase.
Modules
Rate of Fire (shots/min) | Torpedo Tubes Reload Time (sec) | 180° Turn Time (sec) | Maximum Damage (HP) | Torpedo Speed (knot) | Torpedo Range (km) |
Research price (exp) |
Purchase price () | ||
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Type90 mod. 1 | 0.8 | 76 | 7.2 | 17,233 | 62 | 10 | 0 | 0 |
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
Refer to the in-game Port screens for more useful data.
Haguro is a powerful being in Arpeggio of Blue Steel manga and its Ars Nova anime adaptation, with enormous speed, numerous matter annihilating weapons, and a protective field that is impenetrable to any weapon developed by humankind.
Tier VII ARP Haguro is a clone of the tech tree Myōkō, with accurate guns which fire some of the strongest HE shells at her tier, but poor turret traverse and weak AA.
The Ship
ARP Haguro has a top speed of 35 knots, one of the fastest at her tier, and she can outpace most opponents she will face. Her maneuverability is a mixed bag. Although her turning circle of 780 meters is rather large, her rudder shift of 7.1 seconds is one of the best at Tier VII. She will change directions quickly but needs space to complete her turns, which makes maneuvering in confined spaces difficult. Her concealment of 12.76 km is worse than Aoba, and leaves her more vulnerable to being spotted.
ARP Haguro mounts a standard cruiser Damage Control Party , which is active for 5 seconds with a 60 second cool down. Her second slot has a choice of consumables – Hydroacoustic Search or Defensive AA Fire . Hydroacoustic Search is the optimal choice, to detect torpedoes at 3 km and ships at 4 km for 100 seconds. The Defensive AA Fire will provide a 50% boost to her continuous AA damage, but her weaker AA means the benefits are rather limited. In her third slot, ARP Haguro carries a Catapult Fighter which launches a pair of fighters that patrol around the ship for up to 1 minute. Finally, she mounts a Submarine Surveillance which will detect submerged submarines out to 5 km for 20 seconds.
Survivability
With 16 mm of plating, ARP Haguro’s bow and stern can bounce most heavy cruiser AP when sufficiently angled. However, she is vulnerable to all calibers of HE round, as well as AP overmatch from larger cruiser and all battleship guns. Her citadel runs from the forward turrets all the way to the aft turrets. Although much of it is below the waterline, there is a large raised section between her bridge and rear superstructure. With 102 mm of citadel armor, ARP Haguro’s citadel is vulnerable to cruiser AP at most ranges, although the presence of anti-torpedo bulges adds a small amount of extra protection. ARP Haguro has one of the largest health pools for a Tier VII cruiser.
Armament
ARP Haguro introduces a much-improved main battery from her predecessors. With ten 203 mm guns she has better DPM despite having a slower reload. These guns will become familiar to players, as they form the main armament of the rest of the line with the possible exception of Mogami. ARP Haguro has the usual improved dispersion common to Japanese 203 mm guns, so players can expect their shells to group closer together. With her larger main battery, ARP Haguro can land some seriously damaging salvos. A 15.6 km main battery range is decent, although ARP Haguro faces cruisers with much greater range when downtiered.
ARP Haguro has typical Japanese HE rounds, with some of the highest damage at her tier and a good fire chance per shell. Between her improved dispersion and high HE damage, ARP Haguro poses a serious threat to destroyers and even armored targets. Under ideal conditions ARP Haguro can set up to 7 fires a minute; while this does not match the fire starting potential of many light cruisers, ARP Haguro will cause more direct damage in between starting fires. Her AP rounds are best used against broadside cruisers, but they lack penetration compared to most 203 mm guns at Tier VII.
As expected, ARP Haguro mounts a powerful torpedo armament with two triple launchers on each side. A 10 km range is good, but ARP Haguro lacks the ability to safely launch them from stealth. These also have very restrictive launch arcs, with almost nonexistent forward angles. Her torpedoes are a poor choice as an offensive option, as positioning to attack a target will require showing an almost flat broadside. As such, her torpedoes are more suited for launching at pursuing enemies.
Anti-Air
ARP Haguro has fairly poor anti-air defenses. Her long-range weapons reach out to 5.8 km but her DPS and flak count are low. She lacks any medium-range weapons, and with her light AA only starting to fire at 2.5 km, they offer little deterrent to any carriers wanting to make an attack.
Anti-Submarine
ARP Haguro has access to an ASW airstrike, allowing her to attack submarines at up to 6 km away. Each strike drops two charges, and she can have 2 attacks ready to use with a 30 second reload. She can use her Submarine Surveillance consumable to aid in spotting submerged submarines from safe distances. However, her weak armor and poor concealment mean she shouldn’t actively hunt them.
Battle Performance
ARP Haguro is poorly suited to close range combat, where her slow turret traverse means that tracking maneuvering targets is difficult. Rather she should stay at medium ranges, where she will be able to use her concealment to reach good firing positions and her improved dispersion will allow accurate attacks.
Players will need to use effective positioning and ammunition selection in order to compensate for ARP Haguro’s low base damage output. A well-aimed salvo can potentially cripple an enemy cruiser or destroyer, if the right ammunition is selected. For this reason, the Gun Feeder captain skill is recommended as it will allow players to more quickly switch ammunition types.
Although her torpedoes can be devastating, their slow speed and high reaction time mean that they cannot be relied on to regularly land serious hits. Their poor launch angles also mean they are dangerous to use at close ranges. But their long range and relatively slow speed make them good area denial weapons, and they can be effective weapons when kiting away or engaging targets which are closing to engage.Pros:
- Guns are very accurate
- Large main battery
- Torpedoes have high damage
- Good fire chance for a heavy cruiser
- Has access to Hydroacoustic Search consumable
- Thick central deck armor can ricochet shells smaller than 457 mm.
Cons:
- Very weak armor for a heavy cruiser, often takes a large chunk of damage from anything fired at her.
- Vulnerable citadel
- Poor turret traverse
- Restricted torpedo launch arcs
- Poor AA defenses
Research
Optimal Configuration
Upgrades
The recommended upgrades are:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection or Hydroacoustic Search Modification 1
- Slot 3: Main Battery Modification 2 or Aiming Systems Modification 1
- Slot 4: Steering Gears Modification 1
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
★★★ |
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★★ |
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★★ |
2 |
★★ |
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★★★ |
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3 |
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★★★ |
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★ |
★★ |
4 |
★ |
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★ |
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★★★ |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
ARP Haguro can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire – 3 charges or Hydroacoustic Search – 3 charges
- Slot 3: Catapult Fighter – 3 charges
- Slot 4: Submarine Surveillance – 3 charges
Camouflage
As a premium ship, ARP Haguro comes with Default permanent camouflage and a set of permanent combat bonuses.
Signals
As this ship is basically a copy of the tech tree Myoko, the following recommended signals for maximum effectiveness are the same. However, as it is a copy, players can experiment with different signals combinations.
Recommended Signal Flags | |||||
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Combat | |||||
★★★ |
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★ |
★★★ |
★★★ |
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★★ |
★★ |
★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
References
Ship Change Log
See here for links to Update notes.
- Made available in Update 0.5.12 as part of the ARPEGGIO OF BLUE STEEL -ARS NOVA- event as a reward for completing special tasks.
- Update 0.6.2:
- The position of the aircraft on the catapult was fixed.
- Update 0.6.12:
- Detectability when firing main guns in smoke was changed to 7.6 km.
- Update 0.6.13:
- Fire extinguishing time now 30 s instead of 60 s.
- Update 0.6.14:
- The reload time of the Type 90 mod. 1 torpedoes was decreased from 82 to 76 s.
- The appearance of the ship was improved using a special technology for improved rendering of thin elements.
- Update 0.7.1:
- The ability to dismiss ARP commanders was added. However, if done so, they could not be recovered.
- Update 0.7.4:
- The ability to sell the ship for 2,625,000 credits was added.
- Update 0.7.6:
- The appearance of the ship was improved using a special technology for improved rendering of thin elements.
- Update 0.7.10:
- The ranges of the Hydroacoustic Search consumable were unified - 4 km for detecting ships, 3 km for detecting torpedoes.
- Update 0.7.11:
- Turret traverse speed increased from 4 to 5 degrees per second.
- Accuracy of the main battery was improved to be similar to that of Zao.
- Update 0.8.10:
- The ship's special visual style was made into a separate permanent camouflage with standard combat bonuses, and other camouflages were made able to be mounted. When camouflages are hidden through the additional content menu, the camouflage is removed.
- Update 0.9.0:
- The ship was made into a Premium ship and received a profitability increase in credits. Economic bonuses were also applied to its permanent camouflage.
- Update 0.9.2:
- Central deck armor was reinforced from 16 to 25 mm.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 5.6 km.
- Update 12.0:
- Fixed a bug in the characteristics of the Depth Charge Airstrike armament:
- Number of available flights of the Depth Charge Airstrike armament increased from 1 to 2.
- Fixed a bug in the characteristics of the Depth Charge Airstrike armament:
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Cruisers | I Hashidate • II Chikuma • III Tenryū • III Katori • IV Yūbari • IV Kuma • IV Iwaki Alpha • V Furutaka • V Agano • V Yahagi • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII Tokachi • VII Maya • VII ARP Myōkō • VII ARP Ashigara • VII ARP Haguro • VII Southern Dragon • VII Eastern Dragon • VII ARP Nachi • VIII Mogami • VIII Tone • VIII Atago • VIII Shimanto • VIII Atago B • VIII ARP Takao • VIII ARP Maya • VIII Tone 2 • VIII Tone 3 • IX Ibuki • IX Takahashi • IX Azuma • IX AL Azuma • IX Chikuma II • IX Chikuma II Golden • IX BA Takahashi • X Zaō • X Yodo • X Yoshino • X Yoshino B • X Kitakami • X Zaō CLR • X [[Ship:[Zaō]|[Zaō]]] |
Battleships | II Mikasa • III Kawachi • IV Myōgi • IV Ishizuchi • V Kongō • V ARP Kongō • V ARP Kirishima • V ARP Haruna • V ARP Hiei • V HSF Hiei • VI Fusō • VI Mutsu • VI Ise • VI Ise 2 • VI Ise 3 • VII Nagato • VII Ashitaka • VII Hyūga • VIII Amagi • VIII Yumihari • VIII Kii • VIII Ignis Purgatio • VIII Ragnarok • IX Izumo • IX Adatara • IX Musashi • IX Hizen • IX Iwami • IX Daisen • IX Tsurugi • IX Iwami B • X Yamato • X Bungo • X Shikishima • X ARP Yamato • X [[Ship:[Yamato]|[Yamato]]] • ★ Satsuma |
Aircraft Carriers | IV [[Ship:Hōshō (< 23.01.2019)|Hōshō (< 23.01.2019)]] • IV Hōshō • V [[Ship:Zuihō (< 23.01.2019)|Zuihō (< 23.01.2019)]] • VI [[Ship:Ryūjō (< 23.01.2019)|Ryūjō (< 23.01.2019)]] • VI Ryūjō • VII [[Ship:Hiryū (< 23.01.2019)|Hiryū (< 23.01.2019)]] • VII [[Ship:Kaga (< 23.01.2019)|Kaga (< 23.01.2019)]] • VIII [[Ship:Shōkaku (< 23.01.2019)|Shōkaku (< 23.01.2019)]] • VIII Shōkaku • VIII Kaga • VIII Kaga B • IX [[Ship:Taihō (< 23.01.2019)|Taihō (< 23.01.2019)]] • X [[Ship:Hakuryū (< 23.01.2019)|Hakuryū (< 23.01.2019)]] • X Hakuryū • X Shinano • X [[Ship:[Hakuryū]|[Hakuryū]]] • ★ Sekiryu |