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Revision as of 12:47, 24 September 2020Revision as of 00:15, 27 September 2020
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 Captains should play ''{{#var:ship_name}}'' in a similar fashion to that of a light cruiser; stay outside of capture points early on, but stay within effective gun range to support the destroyers on the team who can capture. Engagements of all enemies should be done from within the relative safety of smoke or from behind islands. Open water engagements should be planned and executed a manner that minimizes the number of enemy ships that can engage her in return. Captains should play ''{{#var:ship_name}}'' in a similar fashion to that of a light cruiser; stay outside of capture points early on, but stay within effective gun range to support the destroyers on the team who can capture. Engagements of all enemies should be done from within the relative safety of smoke or from behind islands. Open water engagements should be planned and executed a manner that minimizes the number of enemy ships that can engage her in return.
 +
 +''{{#var:ship_name}}'''s biggest strength is her insane rate of fire. When {{Main Battery Modification 3}} and [[Ship:Commander#Basic Firing Training|Basic Firing Training]] are simultaneously mounted, she is able to toss out 10 shells in less than 2.4 seconds, giving her a rate of fire of an insane 250 shells per minute! Her reload time means that Harugumo is able to "machine-gun" enemy ships and continuously spit out an endless stream of shells at enemies, making her an extremely fun ship to play.
  
 Due to the 30% HE penetration of the Japanese 100mm rifle, ''{{#var:ship_name}}'' does not require the [[Ship:Commander#Inertia_Fuse_for_HE_Shells|Inertia Fuse for HE Shells]] skill to do damage to enemy destroyers. However, captains who do use it gain the ability to penetrate 32mm of armor, a thickness found on most high-tier battleships in many places. This allows ''{{#var:ship_name}}'' to engage all ship classes with great effectiveness. Due to the 30% HE penetration of the Japanese 100mm rifle, ''{{#var:ship_name}}'' does not require the [[Ship:Commander#Inertia_Fuse_for_HE_Shells|Inertia Fuse for HE Shells]] skill to do damage to enemy destroyers. However, captains who do use it gain the ability to penetrate 32mm of armor, a thickness found on most high-tier battleships in many places. This allows ''{{#var:ship_name}}'' to engage all ship classes with great effectiveness.
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 * Low-caliber armor piercing shells allows for high effectiveness against broadsiding destroyers * Low-caliber armor piercing shells allows for high effectiveness against broadsiding destroyers
 * Torpedo Reload Booster consumable allows her to put 12 torpedoes in the water every few minutes. * Torpedo Reload Booster consumable allows her to put 12 torpedoes in the water every few minutes.
 +* You can present broadside to battleships more frequently as battleship AP shells will overmatch your bow anyway.
  
 |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. -->
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 * Only one set of six torpedoes per salvo with a long reload. * Only one set of six torpedoes per salvo with a long reload.
 * Lack of a {{Repair Party}} consumable results in her having less "effective" HP than other same-tier destroyers with the consumable. * Lack of a {{Repair Party}} consumable results in her having less "effective" HP than other same-tier destroyers with the consumable.
?* Lack of {{Defensive AA Fire}} consumable and large turning radius makes her an easy target for enemy aircraft carriers.+* Lack of {{Defensive AA Fire}} consumable and large turning radius makes her an easy target for enemy aircraft carriers, further compunded by the fact that it is also not worth turning off AA to prevent detection as the planes can easily detect her before they attack.
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->

Revision as of 00:15, 27 September 2020

Harugumo
Harugumo_wows_main.jpg
Destroyer | Japan | Tier X
Tech Tree Position
Kitakaze
Arrow_down.png
Harugumo_icon_small.png
stock
 top
General
Research price223000 exp
Purchase price19,500,000 Credits
Hit Points25,600 
Main Battery
100 mm/65 Type985 х 2 pcs.
Rate of Fire20 shots/min.
Reload Timesec.
Rotation Speed16 deg./sec.
180 Degree Turn Time11.25 sec.
Firing Range12.55 km.
Maximum Dispersion109 m.
HE Shell100 mm HE Type98 
Maximum HE Shell Damage1,200 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity1000 m./s.
HE Shell Weight13 kg.
AP Shell100 mm AP Type98 
Maximum AP Shell Damage1,700 
Initial AP Shell Velocity1000 m./s.
AP Shell Weight13 kg.
Torpedo Tubes
610 mm Sextuple1 х 6 pcs.
Rate of Fire0.35 shots/min.
Reload Time171 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoType93 mod. 3 
Maximum Damage23,767 
Torpedo Speed67 knot
Torpedo Range12 km.
AA Defense
100 mm/65 Type985 х 2 pcs.
. . . Average Damage per Second104 
. . . Firing Range5.01 km.
25 mm/60 Type96 mod. 116 х 1 pcs.
. . . Average Damage per Second28.8 
. . . Firing Range2.49 km.
40 mm Bofors "Chi" Type986 х 2 pcs.
. . . Average Damage per Second66 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed35.7 knot
Turning Circle Radius830 m.
Rudder Shift Time5.5 sec.
Concealment
Surface Detectability Range7.92 km.
Air Detectability Range4.18 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
X
Ship_PJSD210_Harugumo.png
19,500,000

Harugumo — Japanese Tier X destroyer.

A further development of the Akizuki-class destroyers. This ship features larger dimensions and ten dual-purpose 100 mm guns arranged in five turrets to serve as the ship's primary armament.

Modules

Main Battery Guns Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
( Credits)
100 mm/65 Type982011.251091,20051,700 01,700,000
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)
Harugumo (A)25,600132056/16/510 02,000,000
Torpedoes 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
( Credits)
Type F30.41577.221,366768 30,0002,500,000
Type93 mod. 30.41717.223,7666712 02,500,000
Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
( Credits)
Type10 mod. 1012.6 01,100,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
( Credits)
Propulsion: 79,240 hp35.7 01,650,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Damage Control Party Modification 1
 Slot 2  Damage Control System Modification 1 Engine Boost Modification 1 Engine Room Protection
 Slot 3  Main Battery Modification 2 AA Guns Modification 1 Aiming Systems Modification 1 Smoke Generator Modification 1 Torpedo Tubes Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 1 Steering Gears Modification 1
 Slot 5  Torpedo Lookout System Concealment System Modification 1 Steering Gears Modification 2 Ship Consumables Modification 1||Additional Smoke Generators
 Slot 6  Main Battery Modification 3 Torpedo Tubes Modification 2 Gun Fire Control System Modification 2 Auxiliary Armaments Modification 2

Player Opinion

Performance

Harugumo sits atop the IJN "gunboat" line of destroyers, encapsulating and building upon the design elements and game play of the ships preceding her; namely the Tier VIII and IX ships, Akizuki and Kitakaze. Armed with ten 100 mm rifles and a single sextuplet torpedo launcher, she is a ship of absolutes; she has the highest base hit points and DPM of all Tier X destroyers, while also possessing the worst maneuverability (turning radius) and base detection range (tied with Khabarovsk).

The most notable differences when moving up to Harugumo are the addition of a fifth main battery turret and major performance losses in the areas of handling and concealment. She also gains a significant amount of health in comparison to that of her immediate predecessors: a whopping 25,600 base health. Captains will also notice the significant loss in mobility — especially in regards to turning radius — as well as the far-worse concealment. Despite the major drawbacks found when upgrading to Harugumo, most captains will find that play styles that worked well on the previous destroyers are still applicable, albeit with some modifications.

First and foremost, Harugumo is not a capture-point contesting destroyer. Her poor concealment, awful turning radius, and huge size make her incredibly easy to hit with torpedoes, and enemy ships far behind a capture point will have no difficulty landing shots on her. Enemy destroyers will see her coming long before she spots them, and a competent enemy destroyer captain can easily avoid being spotted by Harugumo.

Captains should play Harugumo in a similar fashion to that of a light cruiser; stay outside of capture points early on, but stay within effective gun range to support the destroyers on the team who can capture. Engagements of all enemies should be done from within the relative safety of smoke or from behind islands. Open water engagements should be planned and executed a manner that minimizes the number of enemy ships that can engage her in return.

Harugumo's biggest strength is her insane rate of fire. When Main Battery Modification 3 (Reduces the reload time of the main battery guns: -12% main battery loading time. / -13% main battery traverse speed.) and Basic Firing Training are simultaneously mounted, she is able to toss out 10 shells in less than 2.4 seconds, giving her a rate of fire of an insane 250 shells per minute! Her reload time means that Harugumo is able to "machine-gun" enemy ships and continuously spit out an endless stream of shells at enemies, making her an extremely fun ship to play.

Due to the 30% HE penetration of the Japanese 100mm rifle, Harugumo does not require the Inertia Fuse for HE Shells skill to do damage to enemy destroyers. However, captains who do use it gain the ability to penetrate 32mm of armor, a thickness found on most high-tier battleships in many places. This allows Harugumo to engage all ship classes with great effectiveness.

Fans of Akizuki and Kitakaze will have no issues adapting their play styles to Harugumo. In the right hands, Harugumo poses a massive threat to all enemy ship types and can have a significant impact on the outcome of a match.

Pros:

  • Highest damage output potential of all Tier X destroyers.
  • Largest base health pool of all destroyers.
  • Powerful torpedo armament.
  • Has 30% HE shell penetration rule - this allows for, when combined with Inertia Fuse for HE Shells skill, 32mm of HE penetration.
  • Low-caliber armor piercing shells allows for high effectiveness against broadsiding destroyers
  • Torpedo Reload Booster consumable allows her to put 12 torpedoes in the water every few minutes.
  • You can present broadside to battleships more frequently as battleship AP shells will overmatch your bow anyway.

Cons:

  • Second worst concealment among Tier X destroyers, only beaten by Khabarovsk.
  • Worst turning radius among all destroyers; turning circle is larger than that of many cruisers.
  • Large profile makes her an easy target.
  • Can take standard penetration damage from 283 mm + AP shells unlike most other Tier X destroyers
  • Only one set of six torpedoes per salvo with a long reload.
  • Lack of a Repair Party (While active, restores a percentage of the ship's health points each second.) consumable results in her having less "effective" HP than other same-tier destroyers with the consumable.
  • Lack of Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) consumable and large turning radius makes her an easy target for enemy aircraft carriers, further compunded by the fact that it is also not worth turning off AA to prevent detection as the planes can easily detect her before they attack.

Research

  • Torpedoes: Type F3 Torpedoes.
There is only one module to research to acquire Elite status; the 8 km, 76 knot Type F3 torpedoes. This upgrade is unnecessary for most captains, as the short range of the torpedoes make them quite difficult to use properly. Captains are free to research it on their own time.

Optimal Configuration

Upgrades

The recommended upgrades for Harugumo are as follows:

In Slot 6, either option is good. For captains that decide to not use Advanced Firing Training, opting for the extended main battery range is a good choice. If both Gun Fire Control System Modification 2 and Advanced Firing Training are used in concert, Harugumo can reach a whopping 17.47 km of range. It should be noted that that is not recommended, as engaging all but a stationary battleship at that range is nearly impossible.

Commander Skills

Key skills for Harugumo commanders include the standard "gunboat" destroyer skills. Captains who want a pure gunboat build should pick up both Basic Firing Training and Advanced Firing Training. Despite now having 1/4 HE penetration, taking Inertia Fuse for HE Shells is still recommended, as it now allows the HE shell to penetrate 32mm plating.

Consumables

Harugumo can equip the following consumables:

Camouflage

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

Players who wish to spend doubloons can equip Harugumo with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Signals

As Harugumo relies mainly on her main batteries for firepower, India X-Ray and Juliet Yankee are highly recommended for increased fire chance, especially when the captain has learned the Inertia Fuse for HE Shells skill. Juliet Charlie is also recommended as Harugumo has a relatively high detonation chance like with most other destroyers. Additionally, because Harugumo is very slowly compared to other same tier destroyers, Sierra Mike is highly recommended for fast repositioning.

Gallery

Historical Info


References

  1. Super Akizuki-class destroyer - Wikipedia
  2. Akizuki-class destroyer (1942) - Wikipedia
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