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Revision as of 11:32, 25 June 2018Revision as of 16:00, 29 July 2018
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 * Excellent concealment. * Excellent concealment.
 * Does not catch fire easily. * Does not catch fire easily.
?* Type 10 mod. 2 flight control module is superior to ''[[Midway]]''’s 2-2-2 config.+* Type 10 mod. 2 flight control module is more flexible compared to ''[[Midway]]''’s 2-2-2 config.
 * Type 10 mod. 3 flight control module makes it easy to gain air superiority against an enemy ''Midway'' due to a larger number of fighters, a higher tier and the fact that while ''Hakuryu'' can switch to a fighter build, ''Midway'' can't. * Type 10 mod. 3 flight control module makes it easy to gain air superiority against an enemy ''Midway'' due to a larger number of fighters, a higher tier and the fact that while ''Hakuryu'' can switch to a fighter build, ''Midway'' can't.
 * All planes are Tier X (unlike ''Midway'', which has Tier VIII torpedo bombers and Tier IX fighters). * 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).+* Flight control modules 2 and 3 put more fighters in the air than ''Midway'' (max of 15/20 with the Air Superiority commander skill vs static 14).
 * Shorter reload time on squadrons helps ''Hakuryu'' have a larger impact in the battle more quickly. * 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. * 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. * Good alpha damage with strike aircraft.
?* Faster than ''Midway''.+* 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. -->
 * Small squadron size 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.
?* Slighty worse AA than ''Midway'', but still plenty to fend off enemy air strikes.+* 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.+* Lower hangar capacity than Midway, but still difficult to run out of squadrons when playing carefully.
 +* Type 10 mod. 3 flight control provides air superiority at the cost of severely decreasing damage potential.
 +* Dive bombers cannot mount AP bombs and can have less dive bombers in air at once than ''Midway''.
 +* Weaker armor than that of ''Midway'' makes ''Hakuryu'' less viable in open warfare.
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->

Revision as of 16:00, 29 July 2018

Hakuryū
Hakuryū_wows_main.jpg
Tech Tree Position
Shōkaku
Arrow_down.png
Hakuryū_icon_small.png
stock
 top
General
Research price355000 exp
Purchase price28,000,000 Credits
Hit Points63,100 
Secondary Armament #1
100 mm/65 Type9812 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 Shel%
AA Defense
40 mm Bofors "Chi" Type9822 х 2 pcs.
. . . Average Damage per Second242 
. . . Firing Range3.51 km.
100 mm/65 Type9812 х 2 pcs.
. . . Average Damage per Second249.6 
. . . Firing Range5.01 km.
Maneuverability
Maximum Speed34.5 knot
Turning Circle Radius1 250 m.
Rudder Shift Time17.1 sec.
Concealment
Surface Detectability Range15.66 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)
Hakuryū (A)63,100131301222/12100 03,000,000
Attack Aircraft Cruise Speed
(knot)
Average Damage per Second
(HP/min)
LoadoutHit Points
(HP)
Research price
(exp)
Purchase price
( Credits)
A7M Reppū156001,450 01,000,000
A8M Rikufū165001,510 38,0002,500,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Cruise 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)
Cruise Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
( Credits)
A7M Reppū6,8001481,720 01,000,000
J5N Tenrai6,8001521,790 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 2
 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.
  • Type 10 mod. 2 flight control module is more flexible compared to Midway’s 2-2-2 config.
  • Type 10 mod. 3 flight control module makes it easy to gain air superiority against an enemy Midway due to a larger number of fighters, a higher tier and the fact that while Hakuryu can switch to a fighter build, Midway can't.
  • All planes are Tier X (unlike Midway, which has Tier VIII torpedo bombers and Tier IX fighters).
  • Flight control modules 2 and 3 put more fighters in the air than Midway (max of 15/20 with the Air Superiority commander skill vs static 14).
  • 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.
  • Type 10 mod. 3 flight control provides air superiority at the cost of severely decreasing damage potential.
  • Dive bombers cannot mount AP bombs and can have less dive bombers in air at once than Midway.
  • Weaker armor than that of Midway makes Hakuryu less viable in open warfare.

Research

This is a suggested research path:

  1. Mitsubishi A8M fighters
  2. Nakajima C6N1-B torpedo bombers
  3. Wakusei dive bombers
  4. 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.

Optimal Configuration

Upgrades

Upgrade Slot 3 is the 1st main choice of upgrades with Hakuryū. For players looking to improve their fighter's capabilities, Air Groups Modification 2 (Increases HP of the aircraft carrier's planes: +7.5% aircraft HP.) is highly recommended, especially when using the Type 10 mod. 3 flight control system. Otherwise, the Flight Control Modification 1 (Accelerates aircraft servicing and increases the maximum number of aircraft on deck: -5% aircraft restoration time / +2 carrier deck places available.) helps players land and launch Hakuryū’s multiple flight squadrons, as Hakuryū has a staggering eight separate plane squadrons to manage.

Upgrade Slot 5 offers players Concealment System Modification 1 (Reduces the detectability range of the ship and aircraft carrier's squadrons: -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, Template:Air Groups Modification 3 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 (Increases cruising speed of the aircraft carrier's squadrons: +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 Fire (While 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 Fire (While 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 (+50% XP earned for the battle.), Zulu Hotel (+50% Commander XP earned for the battle.), 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.).

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 ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • VIII Arashi • IX Yūgumo • IX Kitakaze • X Shimakaze • X Harugumo • X Hayate 
Cruisers  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V YahagiDoubloons • VI Aoba • VII Myōkō • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII AtagoDoubloons • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • IX Ibuki • IX AzumaDoubloons • X Kitakami • X Zaō • X YoshinoDoubloons 
Battleships  II MikasaDoubloons • III Kawachi • IV Myōgi • IV IshizuchiDoubloons • V Kongō • V ARP KongōDoubloons • V ARP KirishimaDoubloons • V ARP HarunaDoubloons • V ARP HieiDoubloons • VI Fusō • VI MutsuDoubloons • VII Nagato • VII AshitakaDoubloons • VIII Amagi • VIII KiiDoubloons • VIII Ignis PurgatioDoubloons • VIII RagnarokDoubloons • IX Izumo • IX MusashiDoubloons • X Yamato • X Shikishima 
Aircraft Carriers  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • X Hakuryū
Aircraft Carriers
Japan  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • X Hakuryū 
U.S.S.R.  
U.S.A.  IV Langley • VI Ranger • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • X Midway • X Franklin D. Roosevelt 
Italy  
Germany  IV Rhein • VI Weser • VI Erich LoewenhardtDoubloons • VIII August von Parseval • VIII Graf ZeppelinDoubloons • VIII Graf Zeppelin BDoubloons • X Manfred von Richthofen 
Europe  
U.K.  IV Hermes • VI Furious • VI Ark RoyalDoubloons • VIII Implacable • VIII Indomitable • X Audacious 
France  
Pan-Asia  
Commonwealth  
Pan-America