Harugumo
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{{WoWs_Ship | {{WoWs_Ship | |||
|Promo=<!-- in case of gift or promo ship write conditions to get it. (optional)--> | |Promo=<!-- in case of gift or promo ship write conditions to get it. (optional)--> | |||
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|Anno=<!-- you can write below short description for the ship. it will replace default once. --> | |Anno=<!-- you can write below short description for the ship. it will replace default once. --> | |||
? | 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.<br><br>{{Model3DViewer|8e84f6eec1d3472bafecf08442f94398}} | + | 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.<!-- <br><br>{{Model3DViewer|8e84f6eec1d3472bafecf08442f94398}}--> | |
|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
? | + | ''{{#var:ship_name}}'' 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]]''). | ||
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? | + | The most notable differences when moving up to ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'', most captains will find that play styles that worked well on the previous destroyers are still applicable, albeit with some modifications. | ||
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? | 3. | + | First and foremost, ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}''. | |
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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. | |||
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+ | ''{{#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. | |||
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+ | 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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+ | 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=<!-- 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. --> | |||
? | * | + | * 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 [[Ship:Commander#Inertia_Fuse_for_HE_Shells|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=<!-- 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. --> | |||
? | * | + | * 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}} 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, 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 --> | |||
? | + | * '''Torpedoes:''' Type F3 Torpedoes. | ||
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? | + | 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. | ||
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|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
|Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> | |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> | |||
+ | The recommended upgrades for ''{{#var:ship_name}}'' are as follows: | |||
+ | * '''Slot 1''': {{Main Armaments Modification 1}} '''or''' {{Magazine Modification 1}} | |||
+ | * '''Slot 2''': {{Engine Room Protection}} | |||
+ | * '''Slot 3''': {{Aiming Systems Modification 1}} | |||
+ | * '''Slot 4''': {{Propulsion Modification 1}} | |||
+ | * '''Slot 5''': {{Concealment System Modification 1}} | |||
+ | * '''Slot 6''': {{Main Battery Modification 3}} '''or''' {{Gun Fire Control System Modification 2}}* | |||
? | + | In '''Slot 6''', either option is good. For captains that decide to not use [[Ship:Commander#Advanced_Firing_Training|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, ''{{#var:ship_name}}'' 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. | ||
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|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
? | + | Key skills for ''{{#var:ship_name}}'' commanders include the standard "gunboat" destroyer skills. Captains who want a pure gunboat build should pick up both [[Ship:Commander#Basic_Firing_Training|Basic Firing Training]] and [[Ship:Commander#Advanced_Firing_Training|Advanced Firing Training]]. Despite now having 1/4 HE penetration, taking [[Ship:Commander#Inertia_Fuse_for_HE_Shells|Inertia Fuse for HE Shells]] is still recommended, as it now allows the HE shell to penetrate 32mm plating. | ||
? | {{Commander Skills | + | {{Commander Skills 2 | |
? | | Priority Target | + | <!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. --> | |
? | | | + | | rating11 = 2 <!-- Priority Target --> | |
? | | Expert Loader | + | | rating12 = 2 <!-- Preventive Maint --> | |
? | | | + | | rating13 = <!-- Expert Loader --> | |
? | | Direction Center for | + | | rating14 = 0 <!-- Air Supremacy --> | |
? | | | + | | rating15 = 0 <!-- Direction Center for Fighters --> | |
? | | Incoming Fire Alert | + | | rating16 = 0 <!-- Improved Engine Boost --> | |
? | | | + | | rating17 = 1 <!-- Incoming Fire Alert --> | |
+ | | rating18 = 0 <!-- Last Gasp --> | |||
? | | High Alert | + | | rating21 = 1 <!-- High Alert --> | |
? | | Jack of All Trades | + | | rating22 = 2 <!-- Jack of All Trades --> | |
? | | Expert Marksman | + | | rating23 = <!-- Expert Marksman --> | |
? | | Torpedo Acceleration | + | | rating24 = 1 <!-- Torpedo Acceleration --> | |
? | | Smoke Screen Expert | + | | rating25 = 1 <!-- Smoke Screen Expert --> | |
? | | | + | | rating26 = 0 <!-- Improved Engines --> | |
? | | Adrenaline Rush | + | | rating27 = 2 <!-- Adrenaline Rush --> | |
? | | Last Stand | + | | rating28 = 3 <!-- Last Stand --> | |
? | | Basics of Survivability | + | | rating31 = 1 <!-- Basics of Survivability --> | |
? | | Survivability Expert | + | | rating32 = 3 <!-- Survivability Expert--> | |
? | | Torpedo Armament Expertise | + | | rating33 = 1 <!-- Torpedo Armament Expertise--> | |
? | | | + | | rating34 = 0 <!-- Aircraft Armor --> | |
? | | Basic Firing Training | + | | rating35 = 2 <!-- Basic Firing Training --> | |
? | | | + | | rating36 = 2 <!-- Superintendent --> | |
? | | Demolition Expert | + | | rating37 = 2 <!-- Demolition Expert --> | |
? | | | + | | rating38 = 1 <!-- Vigilance --> | |
? | | Manual Fire Control for Secondary Armament | + | | rating41 = <!-- Manual Fire Control for Secondary Armament --> | |
? | | Fire Prevention | + | | rating42 = <!-- Fire Prevention --> | |
? | | Inertia Fuse for HE Shells | + | | rating43 = 3 <!-- Inertia Fuse for HE Shells --> | |
? | | | + | | rating44 = 0 <!-- Sight Stabilization --> | |
? | | Advanced Firing Training | + | | rating45 = 2 <!-- Advanced Firing Training --> | |
? | | | + | | rating46 = 0 <!-- Massive AA Fire --> | |
? | | Radio Position Finding | + | | rating47 = 2 <!-- Radio Position Finding --> | |
? | | Concealment Expert | + | | rating48 = 3 <!-- Concealment Expert --> | |
? | + | }} | ||
|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
? | + | ''{{#var:ship_name}}'' can equip the following consumables: | ||
* '''Slot 1:''' {{Damage Control Party}} | * '''Slot 1:''' {{Damage Control Party}} | |||
? | * | + | * '''Slot 2:''' {{Smoke Generator}} | |
? | + | * '''Slot 3:''' {{Engine Boost}} | ||
? | * | + | * '''Slot 4:''' {{Torpedo Reload Booster}} | |
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? | + | |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 detectibility range. | ||
? | + | 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 her repair costs, and increases the amount of experience she earns. | ||
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|Signals=<!-- write text about best set of signals below --> | |Signals=<!-- write text about best set of signals below --> | |||
+ | As ''{{#var:ship_name}}'' 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 ''{{#var:ship_name}}'' has a relatively high detonation chance like with most other destroyers. Additionally, because ''{{#var:ship_name}}'' is very slowly compared to other same tier destroyers, Sierra Mike is highly recommended for fast repositioning. | |||
? | + | {{Signal Flags | ||
? | | November Echo Setteseven = | + | | November Echo Setteseven = 1 | |
| Mike Yankee Soxisix = | | Mike Yankee Soxisix = | |||
? | | India X-Ray = | + | | India X-Ray = 3 | |
? | | Juliet Whiskey Unaone = | + | | Juliet Whiskey Unaone = 2 | |
? | | Victor Lima = | + | | Victor Lima = 3 | |
| Hotel Yankee = | | Hotel Yankee = | |||
? | | November Foxtrot = | + | | November Foxtrot = 3 | |
? | | Sierra Mike = | + | | Sierra Mike = 2 | |
| India Delta = | | India Delta = | |||
| Juliet Yankee Bissotwo = | | Juliet Yankee Bissotwo = | |||
? | | India Yankee = | + | | India Yankee = 2 | |
? | | Juliet Charlie = | + | | Juliet Charlie = 3 | |
? | | Zulu = | + | | Zulu = 3 | |
? | | India Bravo Terrathree = | + | | India Bravo Terrathree = 2 | |
? | | Equal Speed Charlie London = | + | | Equal Speed Charlie London = 3 | |
? | | Zulu Hotel = | + | | Zulu Hotel = 3 | |
? | | Papa Papa = | + | | Papa Papa = 1 | |
? | | Wyvern = | + | | Wyvern = 2 | |
? | | Red Dragon = | + | | Red Dragon = 3 | |
? | | Dragon Flag = | + | | Dragon Flag = 3 | |
? | | Ouroboros = | + | | Ouroboros = 1 | |
? | | Hydra = | + | | Scylla = 2 | |
? | }} | + | | Basilisk = 2 | |
+ | ||||
+ | | Hydra = 2 | |||
+ | | Leviathan = 2 | |||
+ | }} | |||
|Gallery=<!-- write below list of files with description (if necessary) separated with | --><gallery> | |Gallery=<!-- write below list of files with description (if necessary) separated with | --><gallery> | |||
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|History=<!-- write text below --> | |History=<!-- write text below --> | |||
? | + | ''Harugumo'' (春雲, "Spring Cloud") is a Wargaming designed advancement on the unbuilt Super Akizuki-class. Due to there being no suitable post-war JMSDF destroyers to fit the tier 10 spot, Wargaming enlarged the Super Akizuki-class so that she could fit an additional turret. ''Harugumo'' was first announced at the Community Contributor Summit in St. Petersburg in April 2018. | ||
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? | + | Ship number 5065 was the only Japanese ship to be named ''Harugumo'' and was to be a member of the ''Michitsuki'' subclass of ''Akizuki''-class destroyers. Due to the worsening war situation, she was never laid down and was eventually cancelled on 14 December 1944. | ||
|Ref= <!-- write below --> | |Ref= <!-- write below --> | |||
+ | # [https://en.wikipedia.org/wiki/Super_Akizuki-class_destroyer Super ''Akizuki''-class destroyer - Wikipedia] | |||
+ | # [https://en.wikipedia.org/wiki/Akizuki-class_destroyer_(1942) Akizuki-class destroyer (1942) - Wikipedia] | |||
}}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> | }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> |
Revision as of 02:09, 10 October 2020
100 mm/65 Type 98 on a Model A mount5 х 2 pcs. |
Rate of Fire20 shots/min. |
Reload Time3 sec. |
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 Shell5 % |
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. |
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. |
100 mm/65 Type 98 on a Model A mount5 х 2 pcs. |
. . . Average Damage per Second104 |
. . . Firing Range5.01 km. |
25 mm/60 Type 96 on a single mount16 х 1 pcs. |
. . . Average Damage per Second28.8 |
. . . Firing Range2.49 km. |
40 mm/60 Type 5 on a twin mount6 х 2 pcs. |
. . . Average Damage per Second66 |
. . . Firing Range3.51 km. |
Maximum Speed35.7 knot |
Turning Circle Radius830 m. |
Rudder Shift Time5.5 sec. |
Surface Detectability Range7.68 km. |
Air Detectability Range4.18 km. |
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
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Slot 6 |
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 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 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, 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.
Optimal Configuration
Upgrades
The recommended upgrades for Harugumo are as follows:
- Slot 1: Main Armaments Modification 1 or Magazine Modification 1
- Slot 2: Engine Room Protection
- Slot 3: Aiming Systems Modification 1
- Slot 4: Propulsion Modification 1
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3 or Gun Fire Control System Modification 2 *
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.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★ |
★★ |
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Χ |
Χ |
Χ |
★ |
Χ |
2 |
★ |
★★ |
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★ |
★ |
Χ |
★★ |
★★★ |
3 |
★ |
★★★ |
★ |
Χ |
★★ |
★★ |
★★ |
★ |
4 |
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★★★ |
Χ |
★★ |
Χ |
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Harugumo can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Smoke Generator
- Slot 3: Engine Boost
- Slot 4: Torpedo Reload Booster
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.
Recommended Signal Flags | |||||
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Combat | |||||
★★★ |
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★★ |
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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