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Hakuryu

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?<!-- DO NOT EDIT OR DELETE LINES WITH COMMENTS (it's look like as this or next line) +{{WoWs_Ship|Ship=PJSA110_Hakuryu
?-->{{WoWs_Ship|Promo=<!-- in case of gift or promo ship write conditions to get it. -->+|Promo=<!-- in case of gift or promo ship write conditions to get it. (optional)-->
 +<!-- ''{{#var:ship_name}}'' was first released for sale on DD MMM YYYY for the NA server and DD MMM YYYY for the EU server. -->
  
?|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 one. -->
?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}}+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 can carry a massive air group that would be the largest of all Japanese aircraft carriers.
  
?|Performance=<!-- write text about performance in battles below -->+|Performance={{AA Sidebar Warning Insert}}
?''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, better than her American counterpart, ''[[Midway]].+''Hakuryu'', is a seasoned carrier that shines in competitive battles. With her fast plane speed and large air groups, she deals massive damage in a short amount of time. In game modes like ranked and clan battles she can make a handful of good plays to secure victories.
 + 
 +''Hakuryu'' does this with arguably the strongest aircraft squadron in the game, the J5N Tenrai Torpedo Bombers. They drop Type 91 mod. 7 torps that go 50 knots and deal 18.666K damage with a high flood chance. Each air group can carry 12 torpedo planes, giving her an incredible strike potential per squad. These planes have an armament reload time of 5 seconds which is how she can create this burst damage playstyle. In addition, these planes are stealthy with a base detection of 7.5km, allowing skilled pilots to ambush an unsuspecting enemy. The repair party consumable has a quick reload time along with an extra charge when compared to other Tier X carriers. When the heal is active, it is difficult to shoot down Haku's torpedo bombers which can then almost guarantee a strike even when punching through the heaviest Anti Air. Lastly, ''Hakuryu'' offers a huge hangar of up to 26 torpedo planes which allows for multiple chances to make plays. The only real counter to Haku's torpedo planes is multiple successfully dropped fighters from a carrier or an intense AA formation.
 + 
 +The second strongest armament of the ''Hakuryu'' is her J5N Tenrai dive bombers. These planes require high mechanical skill because last-second adjustments give a dispersion penalty to the reticle. Therefore, strikes must be planned well in advance in order to take full advantage of the accurate and high damaging bombs. The bombs are armor-piercing which means can citadel most cruisers and battleships but ineffective against Destroyers. Ideally, this squad is best used on ships that are bow on or next to an island, versus ships maneuvering out in the open making this air group more situational. One downside to this squadron is the planes lack a heal, which takes away their ability to punch through AA like the torpedo planes can. This makes her divebombing squadron the second choice to her torpedo bombers.
 + 
 +The A8M Rikufū rocket planes are the weakest of ''Hakuryu's'' three plane types. They are relatively low damaging, smaller squad size, and smaller reserves. These planes have the lowest health with no heal. The rockets also only penetrate 30mm meaning that they are more suited for striking Destroyers and most Cruisers. This air group functions more as a support squad that can secure a kill or harass Destroyers. This being said, these rockets are fairly accurate and can deal a large amount of damage to destroyers if given enough lead.
 + 
 +Lastly, ''Hakuryu'' is fairly flexible when allocating her captain points. This gives her the option to spec into a fighter build which allows her to counter the enemy carrier since she has the fast plane speed for repositioning and actively dropping fighters. ''Hakuryu'' is an opportunist and should look for moments to punish the opposing team with its burst style play, and on the way, she should drop a fighter to defend her fleet or to spot after striking.
  
 |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.+* Arguably the best carrier torp squad in the game that offer a burst damage playstyle
?* Excellent concealment.+* Fast plane speed and solid speed & health to AA damage ratio
?* Does not catch fire easily.+* Accurate AP bombs, which are effective against most cruisers and battleships
?* 3-3-2 squadron configuration is superior to ''[[Midway]]''’s 2-2-2 config.+* Large hangar making it difficult for Haku to get deplaned
?* All planes are Tier X (unlike ''Midway'', which has Tier VIII torpedo bombers and Tier IX fighters).+
?* Flight control module 2 puts more fighters in the air than ''Midway'' (max of 15 with the Air Superiority commander skill).+
?* 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.+
  
 |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. -->
?* Small squadron size which makes it a bit easy to have fighters intercept them.+* Attack aircraft that can only pen 30mm
?* Slighty worse AA than ''Midway'', but still plenty to fend off enemy air strikes.+* Cannot defend herself in a brawl due to vulnerable sides and citadel along with inaccurate short-ranged secondaries.
 +* Strikes can be more technical meaning that Haku can be more frustrating to newer players
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
?This is a suggested research path:+Like other tech tree Tier 10 aircraft carriers, ''Hakuryu'' does not come elite on purchase. Players are encouraged to prioritize torpedo bombers first, and leave the attack aircraft for last.
?# Mitsubishi A8M fighters+
?# Nakajima C6N1-B torpedo bombers+
?# Wakusei dive bombers+
?# Type 10 mod. 2 or mod. 3 Flight Control+
? +
?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)-->
? +The ''Hakuryu'' should be built one of two ways. One as a burst focused striker which is more specialized for random battles and the other as a burst focused supporter which is a mix between burst damage playstyle and fighter support for clan battles/ranked.
 +
 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
 +The recommended upgrades are:
 +<h4>Standard Build</h4>
 +'''Burst Focused Striker''' build
 *'''Slot 1''': {{Air Groups Modification 1}} *'''Slot 1''': {{Air Groups Modification 1}}
?*'''Slot 2''': {{Damage Control System Modification 1}}+*'''Slot 2''': {{Aircraft Engines Modification 1}}
?*'''Slot 3''': {{Air Groups Modification 2}}+*'''Slot 3''': {{Aerial Torpedoes Modification 1}}
?*'''Slot 4''': {{Propulsion Modification 2}}+*'''Slot 4''': {{Torpedo Bombers Modification 2}}
?*'''Slot 5''': {{Concealment System Modification 1}}+*'''Slot 5''': {{Flight Control Modification 1}}
?*'''Slot 6''': {{Air Groups Modification 3}}+*'''Slot 6''': {{UU_Hakuryu}}
  
?'''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.+<h4>Competitive Build</h4>
 +'''Burst Focused Support''' build
 +*'''Slot 1''': {{Air Groups Modification 1}}
 +*'''Slot 2''': {{Aircraft Engines Modification 1}}
 +*'''Slot 3''': {{Aerial Torpedoes Modification 1}}
 +*'''Slot 4''': {{Torpedo Bombers Modification 2}}
 +*'''Slot 5''': {{Squadron Consumables Modification 1}}
 +*'''Slot 6''': {{UU_Hakuryu}}
  
?'''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.+|CommanderSkills=<!-- write text about best set of Commander Skills below -->
 + It is recommended to use Takeo or Raizo Suzuki for improved <u>Survivability Expert</u>.
  
?'''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 3}} 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.+*Note: <u>Hidden Menace</u> states that your planes reach safe altitude at 50% lower height which is not true because your planes are still vulnerable to flak, therefore the skill is bugged and not recommended.
  
?|CommanderSkills=<!-- write text about best set of Commander Skills below -->+===Standard Build===
?''{{#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.+{{Commander Skills 3 CV
 +<!-- Ratings 1,2,3 are legit. Others are ignored.-->
 +| rating11 = <!-- Last Gasp -->
 +| rating12 = 3 <!-- Improved Engine Boost -->
 +| rating13 = <!-- Engine Techie -->
 +| rating14 = <!-- Air Supremacy -->
 +| rating15 = <!-- Direction Center for Fighters -->
 +| rating16 = <!-- Search and Destroy -->
  
?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.+| rating21 = 2 <!-- Torpedo Bomber -->
 +| rating22 = <!-- Swift Fish -->
 +| rating23 = 3 <!-- Improved Engines -->
 +| rating24 = 2 <!-- Repair Specialist -->
 +| rating25 = <!-- Secondary Armament Expert -->
 +| rating26 = <!-- Patrol Group Leader -->
  
?[[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}}.+| rating31 = <!-- Sight Stabilization -->
 +| rating32 = <!-- Enhanced Armor-Piercing Ammunition -->
 +| rating33 = <!-- Pyrotechnician -->
 +| rating34 = 3 <!-- Aircraft Armor -->
 +| rating35 = 3 <!-- Survivability Expert -->
 +| rating36 = <!-- Interceptor -->
  
?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.+| rating41 = <!-- Bomber Flight Control -->
 +| rating42 = 2 <!-- Proximity Fuse -->
 +| rating43 = <!-- Close Quarters Expert -->
 +| rating44 = 1 <!-- Enhanced Aircraft Armor -->
 +| rating45 = <!-- Hidden Menace -->
 +| rating46 = <!-- Enhanced Reactions -->
 +}}
  
?{{Commander Skills+===Competitive Build===
?| Priority Target = +{{Commander Skills 3 CV
?| Preventative Maintenance = +<!-- Ratings 1,2,3 are legit. Others are ignored.-->
?| Expert Loader = +| rating11 = <!-- Last Gasp -->
?| Aircraft Servicing Expert = 3+| rating12 = <!-- Improved Engine Boost -->
?| Direction Center for Catapult Aircraft = +| rating13 = <!-- Engine Techie -->
?| Dogfighting Expert = 2+| rating14 = <!-- Air Supremacy -->
?| Incoming Fire Alert = +| rating15 = <!-- Direction Center for Fighters -->
?| Evasive Maneuver = 2+| rating16 = 3 <!-- Search and Destroy -->
  
?| High Alert = +| rating21 = 2 <!-- Torpedo Bomber -->
?| Jack of All Trades = +| rating22 = <!-- Swift Fish -->
?| Expert Marksman = +| rating23 = 3 <!-- Improved Engines -->
?| Torpedo Acceleration = 3+| rating24 = 1 <!-- Repair Specialist -->
?| Smoke Screen Expert = +| rating25 = <!-- Secondary Armament Expert -->
?| Expert Rear Gunner = 2+| rating26 = <!-- Patrol Group Leader -->
?| Adrenaline Rush = +
?| Last Stand = +
  
?| Survivability Expert = +| rating31 = <!-- Sight Stabilization -->
?| Basics of Survivability = +| rating32 = <!-- Enhanced Armor-Piercing Ammunition -->
?| Torpedo Armament Expertise = 3+| rating33 = <!-- Pyrotechnician -->
?| Emergency Takeoff = 1+| rating34 = 3 <!-- Aircraft Armor -->
?| Basic Firing Training = 1+| rating35 = 3 <!-- Survivability Expert -->
?| Superintendent = +| rating36 = <!-- Interceptor -->
?| Demolition Expert = +
?| Vigilance = +
  
?| Manual Fire Control for Secondary Armament = +| rating41 = <!-- Bomber Flight Control -->
?| Fire Prevention = +| rating42 = 2 <!-- Proximity Fuse -->
?| Inertia Fuse for HE Shells = +| rating43 = <!-- Close Quarters Expert -->
?| Air Supremacy = 3+| rating44 = <!-- Enhanced Aircraft Armor -->
?| Advanced Firing Training = 1+| rating45 = <!-- Hidden Menace -->
?| Manual Fire Control for AA Armament = 2+| rating46 = 2 <!-- Enhanced Reactions -->
?| Radio Position Finding = +
?| Concealment Expert = 2+
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?''{{#var:ship_name}}'' can equip the following consumables:+''{{#var:ship_name}}'' equips the following consumables:
 * '''Slot 1:''' {{Damage Control Party}} * '''Slot 1:''' {{Damage Control Party}}
?* '''Slot 2:''' {{Defensive AA Fire}}+* '''Slot 2:''' {{CAP Fighter}}
 +All aircraft carrier consumables are automatically activated.
  
?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. +'''Attack Aircraft:'''
 +* '''Slot 1:''' {{Engine Cooling}}
 +* '''Slot 2:''' {{Patrol Fighter}}
 + 
 +'''Torpedo Bombers:'''
 +* '''Slot 1:''' {{Engine Cooling}}
 +* '''Slot 2:''' {{Patrol Fighter}}
 +* '''Slot 3:''' {{In-flight Repair}}
 + 
 +'''Bombers:'''
 +* '''Slot 1:''' {{Engine Cooling}}
 +* '''Slot 2:''' {{Patrol Fighter}}
  
 |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.+{{TT Ship Camo Insert|shiptier=10}}
  
?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, ''{{#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}}).+As a carrier, ''{{#var:ship_name}}'' has no risk of detonating.
 + 
 +*Note: Carriers burn at 1% health per a second while all other ships burn at 0.3% a second. So even though Carriers burn for only 5 seconds for each fire, if caught off of DCP, multiple fires can be set over and over again making a carrier lose more health to fires than any surface ship within a short duration. Also, Tier X carriers have tier 6 fire reduction coefficient which makes them 30% more likely to be caught on fire than Tier X surface ships.
  
 {{Signal Flags {{Signal Flags
?| November Echo Setteseven = 3+| November Echo Setteseven = 3 <!-- +5% AA damage -->
?| Mike Yankee Soxisix = +| Mike Yankee Soxisix = 1 <!-- Secondaries: +5% range, -5% reload, -5% dispersion-->
?| India X-Ray = +| India X-Ray = 3 <!-- +1/0.5% (160mm) fire, +5% you detonate -->
?| Juliet Yankee Bissotwo = +| Juliet Whiskey Unaone = 3 <!-- +15% flood, +5% you detonate -->
?| Victor Lima = +| Victor Lima = 3 <!-- +1/0.5% (160mm) fire, +4% flood -->
?| Hotel Yankee = +| Hotel Yankee = <!-- ram someone -->
 + 
 +| November Foxtrot = <!-- -5% Consumables reload -->
 +| Sierra Mike = 3 <!-- +5% speed -->
 +| India Delta = 3 <!-- +20% HP from Repair Party -->
 +| Juliet Yankee Bissotwo = 2 <!-- -20% flood duration -->
 +| India Yankee = 2 <!-- -20% Fire duration -->
 +| Juliet Charlie = <!-- No Detonate -->
  
?| November Foxtrot = +| X-Ray Papa Unaone = <!-- +15% Smoke Gen action time -->
?| Sierra Mike = 1+| Sierra Bravo = <!-- +10% Hydro action time; -10% DFAA reload time -->
?| India Delta =+
?| Juliet Whiskey Unaone = 3+
?| India Yankee =+
?| Juliet Charlie = +
  
?| Zulu = 1+| Zulu = 3
?| India Bravo Terrathree = +| India Bravo Terrathree = 3
?| Equal Speed Charlie London = 3+| Equal Speed Charlie London = 1
 | Zulu Hotel = 3 | Zulu Hotel = 3
?| Papa Papa = +| Papa Papa = 3
  
?| Wyvern = 1+| Wyvern = 3
 | Red Dragon = 1 | Red Dragon = 1
?| Dragon Flag = 1+| Dragon Flag = 3
?| Ouroboros = +| Ouroboros = 3
 +| Scylla = 1
 +| Basilisk = 1
 | Hydra = 1 | Hydra = 1
 +| Leviathan = 1
 }} }}
  
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 |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.+<div class="thumb tright">
 +{{AnnoWiki|content=
 +<h2>''{{#var:ship_name}}'', 1944</h2>
 +===Construction===
 +:Builder: Kure Naval Arsenal
 +:Laid down: planned for 1944
 +:Launched: planned for 1947-1948
 +:Fate: Construction canceled August 1943
 +----
  
?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.+:All Specifications listed below are based on final
 +:designs changes made after the information gained
 +:from The Battle of Midway.
 + 
 +===Specifications===
 +:45,000 long tons displacement
 +:843 ft 2 ⅛ in (257 m) length at waterline
 +:867 ft 9 ⅜ in (264.5 m) length overall
 +:91 ft 10 ⅓ in (28 m) beam at waterline
 +:31 ft 7 ½ in (9.64 m) draft
 +----
 +====Machinery====
 +:8 boilers
 +:4 steam turbines
 +:4 shafts
 +----
 +====Performance====
 +:33.3 knots(61.7 km/h, 38.3 mph)
 +:160,000 horsepower
 +:10,000 nm(19,000 km, 12,000 mi) range,
 +: at 18 knots(33.3 km/h, 20.7mph)
 +----
 +====Armor====
 +:Flight Deck: 20 mm DS steel + 75 mm CNC steel
 +:Main belt: 130 mm NVNC steel + 55 mm CNC steel
 +:Decks: 16 mm HT steel + 32 mm CNC steel
 +----
 +=====Anti-Aircraft=====
 +:(8) 65 caliber type 98 high angle guns
 +:(22) triple 25 mm type 96 high angle machine guns
 +----
 +====Complement====
 +:1,800 crew members
 +----
 +====Aircraft & Handling====
 +:61-75 Aircraft depending on Airgroup configuration
 +----
 +}}
 +</div>
 +The Hakuryu (白竜, "White Dragon") is based on Plan number G15. A modified Daiho-type aircraft carrier of which five ships were planned to be built as successors to the flawed Taiho class. Ships 5021-5025 were to be laid down between 1944-1945 with expected completion dates between 1947 and 1948. The name "Hakuryu" was given to the ship by Wargaming following the Imperial Japanese tradition of naming aircraft carriers after birds or mythological creatures.
 + 
 +Ships 5021-5025 were to be larger, better armed, better protected, and able to carry a larger complement of aircraft; while correcting numerous flaws found in their predecessor's design. The project was delayed after the Battle of Midway; the reason was so construction efforts could be focused on the smaller, easier-to-produce Unryu-class carriers. This delay in the G15 project made it possible to incorporate the lessons learned from the Battle of Midway into the G15 design. Due to the formulation of the third warfare plan in August 1943, the construction of all five G15 vessels was ultimately canceled to concentrate development on the new smaller, less expensive G18 class carriers.
  
 ===Historical Inaccuracies=== ===Historical Inaccuracies===
 * No ship in the Imperial Japanese Navy was ever named ''Hakuryu''. * 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.+* Production of the Japanese 40 mm Bofors began in late 1944; ''Hakuryu'' was canceled in 1943.
?* The Japanese version of the 40 mm Bofors had a defective fuse design which limited its effective range to ~3.0 km.+* The Japanese version of the 40 mm Bofors had a defective fuse design, limiting its effective range to ~3.0 km.
 + 
 +{{block|i|content=The text has been adapted from [https://ja.wikipedia.org/wiki/%E6%94%B9%E5%A4%A7%E9%B3%B3%E5%9E%8B%E8%88%AA%E7%A9%BA%E6%AF%8D%E8%89%A6 Japanese Wiki page for Plan G15] and the adaptation is made available under the [https://creativecommons.org/licenses/by/3.0/Creative Commons Attribution-ShareAlike License 3.0].}}
  
 |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>
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 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +<references />
 +[https://ja.wikipedia.org/wiki/%E6%94%B9%E5%A4%A7%E9%B3%B3%E5%9E%8B%E8%88%AA%E7%A9%BA%E6%AF%8D%E8%89%A6 Japanese Wiki page for Plan G15]
 +
 +
 +{{WoWS Ship Changelog Insert|1=
 +*Available for testing by supertesters in the game starting from Update 0.3.1.
 +*Update 0.3.1.4:
 +**The maximum damage of the torpedoes was reduced to 8,567.
 +**In the strike composition, the torpedo bombers were replaced by dive bombers.
 +*Introduced into the game as a researchable ship in Update 0.3.1.5.
 +*Update 0.4.0:
 +**The characteristics of the Flight Control modules and the corresponding squadron compositions were changed:
 +*** 3 torpedo, 2 bomber, 2 fighter.
 +*** 3 torpedo, 4 bomber, 1 fighter.
 +*** 2 torpedo, 2 bomber, 4 fighter.
 +*Update 0.4.1:
 +**The characteristics of the Flight Control modules and the corresponding squadron compositions were changed:
 +*** Flight Control Type 10 mod 2: 3 torpedo bomber, 4 bomber and 1 fighter squadrons to 3 torpedo bomber, 3 bomber and 2 fighter squadrons.
 +**The credit and experience earnings were reduced by a value between 5 and 10%.
 +*Update 0.5.2:
 +**Experience earnings were increased by 32%.
 +**Credit earnings were increased by 1%.
 +*Update 0.5.5:
 +**Added Defensive AA fire consumable.
 +*Update 0.5.11:
 +**Armor model of the hull was updated.
 +*Update 0.6.4:
 +**Appearance was updated.
 +*Update 0.6.8:
 +**The thickness of the bow and stern armor was reduced from 21 to 19 mm.
 +*Update 0.6.12:
 +**Increased number of HP in ship's fore end by 100 points.
 +*Update 0.6.14:
 +**The duration of the Damage Control Party was increased from 5 to 30 s.
 +**The fire resistance coefficient was increased to 0.8 on the top hull.
 +*Update 0.7.2:
 +**Players who collected the ships sub-collection of the Yamomoto Isoroku collection were given the opportunity to use an additional permanent camouflage color.
 +*Update 0.7.3:
 +**Added a special space camouflage, Hellcarrier. Could be purchased for 8000 doubloons until the release of Update 0.7.4. Bonuses of the camouflage are the same as the standard permanent camouflage.
 +*Update 0.7.4:
 +**Special space camouflage Hellcarrier was removed from purchase in the camouflage tab.
 +**The characteristics of the Flight Control modules and the corresponding squadron compositions were changed:
 +*** Flight Control Type 10 mod 2: 3 torpedo bomber, 3 bomber and 2 fighter squadrons to 3 torpedo bomber, 2 bomber and 3 fighter squadrons.
 +*Update 0.7.6:
 +**Improved the display of thin elements of the exterior customizations.
 +**"Enhanced Flight Control and Air Groups" unique upgrade added (6th slot):
 +*** +5% to aircraft cruise speed.
 +*** +10% to fighter HP.
 +*Update 0.7.7:
 +**The armor penetration capacity of 100 mm HE shells was increased from 17 mm to 25 mm.
 +*Update 0.8.0:
 +**The Fighter squadron was changed to an Attack squadron:
 +*** Attack Aircraft per squadron: 12; Attack Aircraft per attack group: 3; Amount of rockets per aircraft: 6.
 +**The Dive Bombers were changed:
 +*** Dive Bomber aircraft per squadron: 12; Dive Bomber aircraft per attack group: 3; Amount of bombs per aircraft: 1.
 +**The Torpedo Bombers were changed:
 +*** Torpedo Bomber aircraft per squadron: 12; Torpedo Bomber aircraft per attack group: 2; Amount of torpedoes per aircraft: 1 × Type 91 mod. 7
 +*** Torpedo Bomber aircraft per squadron: 12; Torpedo Bomber aircraft per attack group: 4; Amount of torpedoes per aircraft: 1 × Type 91 mod. 8
 +**For replacement and compensation due to the carrier rework, refer to <span class="plainlinks">[https://worldofwarships.com/en/news/game-updates/cv8-which-nation-to-choose/#exchange-rules this page]</span>.
 +**For consumables mounted by squadrons, refer to <span class="plainlinks">[https://wiki.wargaming.net/en/Ship:Consumables#Engine_Cooling this page]</span>.
 +**For consumables mounted by Hakuryu, refer to <span class="plainlinks">[https://wiki.wargaming.net/en/Ship:Consumables#Aircraft_Carriers this page]</span>.
 +**Defensive AA Fire consumable was removed.
 +*Update 0.8.0.1:
 +**The Attack Aircraft were changed:
 +*** Attack Aircraft per squadron was changed from 12 to 9.
 +**The Torpedo Bombers were changed:
 +*** If during the preparation for the attack, the attack group maneuvers, your aim will not stabilize (aiming cone stops narrowing). And if maneuvering during an attack run, it begins to widen.
 +*** Torpedo flooding chance reduced by one-half.
 +*** The attack run preparation was increased.
 +*** The parameters of the aiming were changed and the angles of the torpedo spread were increased.
 +*** The speed of aircraft when returning to the aircraft carrier was reduced.
 +*** The delay before the start of a new attack was increased.
 +*** Reduced the speed, increased detection radius and arming time of the torpedoes.
 +*** Fixed a bug where the minimum speed of stock bombers exceeded the minimum speed of researchable bombers.
 +*Update 0.8.0.3:
 +**The Attack Aircraft were changed:
 +*** The preparation time was increased.
 +*** Changing direction while during an attack now introduces a aiming penalty.
 +*** Maneuverability during the preparation for the attack and during the attack run was reduced.
 +*** The attack time was reduced.
 +*Update 0.8.1.1:
 +**The Torpedo Bombers were changed:
 +*** The speed of aim reduction while attacking was increased on the Torpedo Bombers B6N Tenzan and B7A Ryusei.
 +*** The preparation time at the beginning of the attack was reduced from 5 to 4 s on the Torpedo Bombers B6N Tenzan and B7A Ryusei.
 +*** The number of Torpedo Bombers on the deck at the beginning of the game was increased to two full squadrons.
 +*** Cooldown of the Repair consumable on the Torpedo Bombers was reduced from 180 to 120 s, and the number of charges increased from 3 to 4.
 +** The hitpoints of all stock aircraft were increased to be within 5% of the hitpoints of the researchable aircraft.
 +*Update 0.8.2:
 +**The space camouflage Hellcarrier returned to the game for 8000 doubloons, under the camouflage tab.
 +*Update 0.8.6:
 +**The J5N Tenrai Type 91 mod. 8 torpedo bombers were removed.
 +*Update 0.8.10:
 +**The average experience earnings were reduced by 10%.
 +**The experience earnings were reduced by 15% for battles ending in Defeats.
 +*Update 0.9.1:
 +**Fixed a bug that caused the accuracy of the stock Attack Aircraft to be higher than that of the researchable Attack Aircraft.
 +**Attack Aircraft rocket damage was reduced from 3,450 to 3,350.
 +*Update 0.9.2:
 +**Attack Aircraft rocket damage was reduced from 3,350 to 3,250.
 +**The minimum time between attacks for bomber squadrons was increased from 5 to 9 s.
 +*Update 0.9.3:
 +**The chance of fire on the rockets was reduced from 15% to 14%.
 +*Update 0.9.5:
 +**The damage of the AP bombs on both stock and researchable Dive bombers was reduced from 8,500 to 8,200.
 +*Update 0.9.6:
 +**The Dive Bombers were changed:
 +*** The damage on the stock and researchable Dive Bombers was reduced from 8,200 to 6,800.
 +**The geometry and textures were improved.
 +*Update 0.9.7:
 +**The Attack Aircraft were changed:
 +*** The reticle of the Attack Aircraft was rotated 90 degrees.
 +**The research cost of the ship was increased from 330,000 to 335,000 experience.
 +**"Fuel Injection System" unique upgrade added for purchase in the Research Bureau for 19,200 Research Points (6th slot) with new stats:
 +*** +15% maximum speed of all aircraft.
 +*** -20% to duration of Engine Boost.
 +*Update 0.10.0:
 +**The Patrol Fighters were changed:
 +*** The speed of the Patrol Fighters on the researchable hull was increased to 266 knots.
 +*** The detectability of the Patrol Fighters was increased to 7.5 km.
 +*Update 0.10.10:
 +**Minor fixes to geometry and textures of the ship.
 +*Update 0.10.5:
 +**The Attack Aircraft were changed:
 +*** Added a delay before launching rockets, displayed by machine gun fire.
 +*** Length of delay: 4.0 s.
 +*Update 0.11.1:
 +**Minor corrections to geometry and textures of the ship.
 +*Update 0.11.10:
 +**Minor fixes to the geometry and textures of the ship.
 +*Update 12.1:
 +**Changes to the "Fuel Injection System" unique upgrade:
 +*** Bonus to maximum squadron speed reduced from +15 to +12.5%.
 +*** Penalty to engine boost action time increased from -20 to -30%.
 +*Update 12.2:
 +**Fixed the position of aircraft on the deck.
 +*Update 12.8:
 +**Fixed textures for the ship.
 +*Update 12.9:
 +**Fixed textures and models for the ship.
 +*Update 12.10:
 +**Improved the visual details of the armor layout for the ship.
 +}}
  
 }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE -->

Latest revision as of 19:39, 26 March 2024

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 can carry a massive air group that would be the largest of 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

Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Hakuryu, is a seasoned carrier that shines in competitive battles. With her fast plane speed and large air groups, she deals massive damage in a short amount of time. In game modes like ranked and clan battles she can make a handful of good plays to secure victories.

Hakuryu does this with arguably the strongest aircraft squadron in the game, the J5N Tenrai Torpedo Bombers. They drop Type 91 mod. 7 torps that go 50 knots and deal 18.666K damage with a high flood chance. Each air group can carry 12 torpedo planes, giving her an incredible strike potential per squad. These planes have an armament reload time of 5 seconds which is how she can create this burst damage playstyle. In addition, these planes are stealthy with a base detection of 7.5km, allowing skilled pilots to ambush an unsuspecting enemy. The repair party consumable has a quick reload time along with an extra charge when compared to other Tier X carriers. When the heal is active, it is difficult to shoot down Haku's torpedo bombers which can then almost guarantee a strike even when punching through the heaviest Anti Air. Lastly, Hakuryu offers a huge hangar of up to 26 torpedo planes which allows for multiple chances to make plays. The only real counter to Haku's torpedo planes is multiple successfully dropped fighters from a carrier or an intense AA formation.

The second strongest armament of the Hakuryu is her J5N Tenrai dive bombers. These planes require high mechanical skill because last-second adjustments give a dispersion penalty to the reticle. Therefore, strikes must be planned well in advance in order to take full advantage of the accurate and high damaging bombs. The bombs are armor-piercing which means can citadel most cruisers and battleships but ineffective against Destroyers. Ideally, this squad is best used on ships that are bow on or next to an island, versus ships maneuvering out in the open making this air group more situational. One downside to this squadron is the planes lack a heal, which takes away their ability to punch through AA like the torpedo planes can. This makes her divebombing squadron the second choice to her torpedo bombers.

The A8M Rikufū rocket planes are the weakest of Hakuryu's three plane types. They are relatively low damaging, smaller squad size, and smaller reserves. These planes have the lowest health with no heal. The rockets also only penetrate 30mm meaning that they are more suited for striking Destroyers and most Cruisers. This air group functions more as a support squad that can secure a kill or harass Destroyers. This being said, these rockets are fairly accurate and can deal a large amount of damage to destroyers if given enough lead.

Lastly, Hakuryu is fairly flexible when allocating her captain points. This gives her the option to spec into a fighter build which allows her to counter the enemy carrier since she has the fast plane speed for repositioning and actively dropping fighters. Hakuryu is an opportunist and should look for moments to punish the opposing team with its burst style play, and on the way, she should drop a fighter to defend her fleet or to spot after striking.

Pros:

  • Arguably the best carrier torp squad in the game that offer a burst damage playstyle
  • Fast plane speed and solid speed & health to AA damage ratio
  • Accurate AP bombs, which are effective against most cruisers and battleships
  • Large hangar making it difficult for Haku to get deplaned

Cons:

  • Attack aircraft that can only pen 30mm
  • Cannot defend herself in a brawl due to vulnerable sides and citadel along with inaccurate short-ranged secondaries.
  • Strikes can be more technical meaning that Haku can be more frustrating to newer players

Research

Like other tech tree Tier 10 aircraft carriers, Hakuryu does not come elite on purchase. Players are encouraged to prioritize torpedo bombers first, and leave the attack aircraft for last.

Optimal Configuration

The Hakuryu should be built one of two ways. One as a burst focused striker which is more specialized for random battles and the other as a burst focused supporter which is a mix between burst damage playstyle and fighter support for clan battles/ranked.

Upgrades

The recommended upgrades are:

Standard Build

Burst Focused Striker build

Competitive Build

Burst Focused Support build

Commander Skills

It is recommended to use Takeo or Raizo Suzuki for improved Survivability Expert.

  • Note: Hidden Menace states that your planes reach safe altitude at 50% lower height which is not true because your planes are still vulnerable to flak, therefore the skill is bugged and not recommended.

Standard Build


Competitive Build

Consumables

Hakuryū equips the following consumables:

All aircraft carrier consumables are automatically activated.

Attack Aircraft:

Torpedo Bombers:

Bombers:

Signals

As a carrier, Hakuryū has no risk of detonating.

  • Note: Carriers burn at 1% health per a second while all other ships burn at 0.3% a second. So even though Carriers burn for only 5 seconds for each fire, if caught off of DCP, multiple fires can be set over and over again making a carrier lose more health to fires than any surface ship within a short duration. Also, Tier X carriers have tier 6 fire reduction coefficient which makes them 30% more likely to be caught on fire than Tier X surface ships.


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

Gallery

Historical Info

Historical Gallery

References

Japanese Wiki page for Plan G15


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.3.1.
  • Update 0.3.1.4:
    • The maximum damage of the torpedoes was reduced to 8,567.
    • In the strike composition, the torpedo bombers were replaced by dive bombers.
  • Introduced into the game as a researchable ship in Update 0.3.1.5.
  • Update 0.4.0:
    • The characteristics of the Flight Control modules and the corresponding squadron compositions were changed:
      • 3 torpedo, 2 bomber, 2 fighter.
      • 3 torpedo, 4 bomber, 1 fighter.
      • 2 torpedo, 2 bomber, 4 fighter.
  • Update 0.4.1:
    • The characteristics of the Flight Control modules and the corresponding squadron compositions were changed:
      • Flight Control Type 10 mod 2: 3 torpedo bomber, 4 bomber and 1 fighter squadrons to 3 torpedo bomber, 3 bomber and 2 fighter squadrons.
    • The credit and experience earnings were reduced by a value between 5 and 10%.
  • Update 0.5.2:
    • Experience earnings were increased by 32%.
    • Credit earnings were increased by 1%.
  • Update 0.5.5:
    • Added Defensive AA fire consumable.
  • Update 0.5.11:
    • Armor model of the hull was updated.
  • Update 0.6.4:
    • Appearance was updated.
  • Update 0.6.8:
    • The thickness of the bow and stern armor was reduced from 21 to 19 mm.
  • Update 0.6.12:
    • Increased number of HP in ship's fore end by 100 points.
  • Update 0.6.14:
    • The duration of the Damage Control Party was increased from 5 to 30 s.
    • The fire resistance coefficient was increased to 0.8 on the top hull.
  • Update 0.7.2:
    • Players who collected the ships sub-collection of the Yamomoto Isoroku collection were given the opportunity to use an additional permanent camouflage color.
  • Update 0.7.3:
    • Added a special space camouflage, Hellcarrier. Could be purchased for 8000 doubloons until the release of Update 0.7.4. Bonuses of the camouflage are the same as the standard permanent camouflage.
  • Update 0.7.4:
    • Special space camouflage Hellcarrier was removed from purchase in the camouflage tab.
    • The characteristics of the Flight Control modules and the corresponding squadron compositions were changed:
      • Flight Control Type 10 mod 2: 3 torpedo bomber, 3 bomber and 2 fighter squadrons to 3 torpedo bomber, 2 bomber and 3 fighter squadrons.
  • Update 0.7.6:
    • Improved the display of thin elements of the exterior customizations.
    • "Enhanced Flight Control and Air Groups" unique upgrade added (6th slot):
      • +5% to aircraft cruise speed.
      • +10% to fighter HP.
  • Update 0.7.7:
    • The armor penetration capacity of 100 mm HE shells was increased from 17 mm to 25 mm.
  • Update 0.8.0:
    • The Fighter squadron was changed to an Attack squadron:
      • Attack Aircraft per squadron: 12; Attack Aircraft per attack group: 3; Amount of rockets per aircraft: 6.
    • The Dive Bombers were changed:
      • Dive Bomber aircraft per squadron: 12; Dive Bomber aircraft per attack group: 3; Amount of bombs per aircraft: 1.
    • The Torpedo Bombers were changed:
      • Torpedo Bomber aircraft per squadron: 12; Torpedo Bomber aircraft per attack group: 2; Amount of torpedoes per aircraft: 1 × Type 91 mod. 7
      • Torpedo Bomber aircraft per squadron: 12; Torpedo Bomber aircraft per attack group: 4; Amount of torpedoes per aircraft: 1 × Type 91 mod. 8
    • For replacement and compensation due to the carrier rework, refer to this page.
    • For consumables mounted by squadrons, refer to this page.
    • For consumables mounted by Hakuryu, refer to this page.
    • Defensive AA Fire consumable was removed.
  • Update 0.8.0.1:
    • The Attack Aircraft were changed:
      • Attack Aircraft per squadron was changed from 12 to 9.
    • The Torpedo Bombers were changed:
      • If during the preparation for the attack, the attack group maneuvers, your aim will not stabilize (aiming cone stops narrowing). And if maneuvering during an attack run, it begins to widen.
      • Torpedo flooding chance reduced by one-half.
      • The attack run preparation was increased.
      • The parameters of the aiming were changed and the angles of the torpedo spread were increased.
      • The speed of aircraft when returning to the aircraft carrier was reduced.
      • The delay before the start of a new attack was increased.
      • Reduced the speed, increased detection radius and arming time of the torpedoes.
      • Fixed a bug where the minimum speed of stock bombers exceeded the minimum speed of researchable bombers.
  • Update 0.8.0.3:
    • The Attack Aircraft were changed:
      • The preparation time was increased.
      • Changing direction while during an attack now introduces a aiming penalty.
      • Maneuverability during the preparation for the attack and during the attack run was reduced.
      • The attack time was reduced.
  • Update 0.8.1.1:
    • The Torpedo Bombers were changed:
      • The speed of aim reduction while attacking was increased on the Torpedo Bombers B6N Tenzan and B7A Ryusei.
      • The preparation time at the beginning of the attack was reduced from 5 to 4 s on the Torpedo Bombers B6N Tenzan and B7A Ryusei.
      • The number of Torpedo Bombers on the deck at the beginning of the game was increased to two full squadrons.
      • Cooldown of the Repair consumable on the Torpedo Bombers was reduced from 180 to 120 s, and the number of charges increased from 3 to 4.
    • The hitpoints of all stock aircraft were increased to be within 5% of the hitpoints of the researchable aircraft.
  • Update 0.8.2:
    • The space camouflage Hellcarrier returned to the game for 8000 doubloons, under the camouflage tab.
  • Update 0.8.6:
    • The J5N Tenrai Type 91 mod. 8 torpedo bombers were removed.
  • Update 0.8.10:
    • The average experience earnings were reduced by 10%.
    • The experience earnings were reduced by 15% for battles ending in Defeats.
  • Update 0.9.1:
    • Fixed a bug that caused the accuracy of the stock Attack Aircraft to be higher than that of the researchable Attack Aircraft.
    • Attack Aircraft rocket damage was reduced from 3,450 to 3,350.
  • Update 0.9.2:
    • Attack Aircraft rocket damage was reduced from 3,350 to 3,250.
    • The minimum time between attacks for bomber squadrons was increased from 5 to 9 s.
  • Update 0.9.3:
    • The chance of fire on the rockets was reduced from 15% to 14%.
  • Update 0.9.5:
    • The damage of the AP bombs on both stock and researchable Dive bombers was reduced from 8,500 to 8,200.
  • Update 0.9.6:
    • The Dive Bombers were changed:
      • The damage on the stock and researchable Dive Bombers was reduced from 8,200 to 6,800.
    • The geometry and textures were improved.
  • Update 0.9.7:
    • The Attack Aircraft were changed:
      • The reticle of the Attack Aircraft was rotated 90 degrees.
    • The research cost of the ship was increased from 330,000 to 335,000 experience.
    • "Fuel Injection System" unique upgrade added for purchase in the Research Bureau for 19,200 Research Points (6th slot) with new stats:
      • +15% maximum speed of all aircraft.
      • -20% to duration of Engine Boost.
  • Update 0.10.0:
    • The Patrol Fighters were changed:
      • The speed of the Patrol Fighters on the researchable hull was increased to 266 knots.
      • The detectability of the Patrol Fighters was increased to 7.5 km.
  • Update 0.10.10:
    • Minor fixes to geometry and textures of the ship.
  • Update 0.10.5:
    • The Attack Aircraft were changed:
      • Added a delay before launching rockets, displayed by machine gun fire.
      • Length of delay: 4.0 s.
  • Update 0.11.1:
    • Minor corrections to geometry and textures of the ship.
  • Update 0.11.10:
    • Minor fixes to the geometry and textures of the ship.
  • Update 12.1:
    • Changes to the "Fuel Injection System" unique upgrade:
      • Bonus to maximum squadron speed reduced from +15 to +12.5%.
      • Penalty to engine boost action time increased from -20 to -30%.
  • Update 12.2:
    • Fixed the position of aircraft on the deck.
  • Update 12.8:
    • Fixed textures for the ship.
  • Update 12.9:
    • Fixed textures and models for the ship.
  • Update 12.10:
    • Improved the visual details of the armor layout for the ship.

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