Harugumo
Revision as of 20:59, 2 March 2021 | Revision as of 22:04, 16 March 2021 CS3 Still some residue of old skills and upgrades. | |||
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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 --> | |||
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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)--> | |||
+ | The philosophy of ''{{#var:ship_name}}'''s build is identical to that of ''Kitakaze'': while her torpedoes are dangerous indeed, it is difficult to justify a full Torpedo build. Best to stay with a Gun build. | |||
|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: | The recommended upgrades for ''{{#var:ship_name}}'' are as follows: | |||
? | * '''Slot 1''': {{Main Armaments Modification 1}} | + | * '''Slot 1''': {{Main Armaments Modification 1}} to increase turret and torpedo tube survivability. | |
? | * '''Slot 2''': {{Engine Room Protection}} | + | * '''Slot 2''': {{Engine Room Protection}} to lessen the chances of the engines blowing up and to get them running again more quickly when they do. | |
? | * '''Slot 3''': {{Aiming Systems Modification 1}} | + | * '''Slot 3''': {{Aiming Systems Modification 1}} because rate of fire is only one way to get shells on target. | |
? | * '''Slot 4''': {{Propulsion Modification 1}} | + | * '''Slot 4''': {{Propulsion Modification 1}} to help scoot out of dangerous waters. | |
? | * '''Slot 5''': {{Concealment System Modification 1}} | + | * '''Slot 5''': {{Concealment System Modification 1}} '''or''' {{UU_{{#var:ship_name}}}}. <!-- This construct works! Cool.--> | |
? | * '''Slot 6''': {{Main Battery Modification 3}} '''or''' {{Gun Fire Control System Modification 2}} | + | * '''Slot 6''': {{Main Battery Modification 3}} because watching the world burn is wonderful, '''or''' {{Gun Fire Control System Modification 2}} to reach out and touch someone up to 14.5km away (17.3km! with the Main Battery and AA Expert skill). | |
? | + | Don't get too excited about a range build, though. With the 100mm shell ballistics, drag causes very high trajectories that make it difficult to hit anything at extreme range. | ||
|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. | 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 3 DD | |
? | <!-- | + | <!-- Ratings 1,2,3 are legit. Others are ignored.--> | |
? | | rating11 = | + | | rating11 = <!-- Grease the Gears --> | |
? | | rating12 = | + | | rating12 = <!-- Liquidator --> | |
? | | rating13 = <!-- | + | | rating13 = <!-- Consumables Specialist --> | |
? | | rating14 = | + | | rating14 = <!-- Gun Feeder --> | |
? | | rating15 = | + | | rating15 = <!-- Incoming Fire Alert --> | |
? | + | | rating16 = 2 <!-- Preventive Maintenance --> | ||
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? | | rating21 = | + | | rating21 = 2 <!-- Pyrotechnician --> | |
? | | rating22 = | + | | rating22 = <!-- Swift Fish --> | |
? | | rating23 = <!-- | + | | rating23 = <!-- Consumables Enhancements --> | |
? | | rating24 = | + | | rating24 = <!-- Extra-Heavy AP Shells --> | |
? | | rating25 = | + | | rating25 = <!-- Priority Target --> | |
? | | rating26 | + | | rating26 = 3 <!-- Last Stand --> | |
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? | + | |||
? | | rating31 = | + | | rating31 = 2 <!-- Main Battery & AA Specialist --> | |
? | | rating32 = | + | | rating32 = <!-- Fill the Tubes --> | |
? | | rating33 = | + | | rating33 = 2 <!-- Adrenaline Rush --> | |
? | | rating34 = | + | | rating34 = 2 <!-- Inertial Fuse for HE Shells --> | |
? | | rating35 = | + | | rating35 = <!-- Superintendent --> | |
? | | rating36 = 2 <!-- | + | | rating36 = 2 <!-- Survivability Expert --> | |
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? | | rating41 = | + | | rating41 = 1 <!-- Main Battery & AA Expert --> | |
? | | rating42 = <!-- | + | | rating42 = <!-- Swift in Silence --> | |
? | | rating43 = | + | | rating43 = 1 <!-- Radio Location --> | |
? | | rating44 = | + | | rating44 = <!-- Fearless Brawler --> | |
? | | rating45 = | + | | rating45 = 3 <!-- Concealment Expert --> | |
? | | rating46 = | + | | rating46 = <!-- Dazzle --> | |
? | + | |||
? | + | |||
}} | }} | |||
|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
? | ''{{#var:ship_name}}'' | + | ''{{#var:ship_name}}'' equips the following consumables: | |
* '''Slot 1:''' {{Damage Control Party}} | * '''Slot 1:''' {{Damage Control Party}} | |||
* '''Slot 2:''' {{Smoke Generator}} | * '''Slot 2:''' {{Smoke Generator}} | |||
* '''Slot 3:''' {{Engine Boost}} | * '''Slot 3:''' {{Engine Boost}} | |||
* '''Slot 4:''' {{Torpedo Reload Booster}} | * '''Slot 4:''' {{Torpedo Reload Booster}} | |||
? | ||||
? | ||||
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> |
Revision as of 22:04, 16 March 2021
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 of all Tier X destroyers, has an incredible rate of fire, and has the worst maneuverability (turning radius) plus 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.
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.
- 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
The philosophy of Harugumo's build is identical to that of Kitakaze: while her torpedoes are dangerous indeed, it is difficult to justify a full Torpedo build. Best to stay with a Gun build.
Upgrades
The recommended upgrades for Harugumo are as follows:
- Slot 1: Main Armaments Modification 1 to increase turret and torpedo tube survivability.
- Slot 2: Engine Room Protection to lessen the chances of the engines blowing up and to get them running again more quickly when they do.
- Slot 3: Aiming Systems Modification 1 because rate of fire is only one way to get shells on target.
- Slot 4: Propulsion Modification 1 to help scoot out of dangerous waters.
- Slot 5: Concealment System Modification 1 or Additional Smoke Generators ().
- Slot 6: Main Battery Modification 3 because watching the world burn is wonderful, or Gun Fire Control System Modification 2 to reach out and touch someone up to 14.5km away (17.3km! with the Main Battery and AA Expert skill).
Don't get too excited about a range build, though. With the 100mm shell ballistics, drag causes very high trajectories that make it difficult to hit anything at extreme range.
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) |
Attack | Defense | ||||
1 |
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★★ |
2 |
★★ |
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★★★ |
3 |
★★ |
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★★ |
★★ |
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★★ |
4 |
★ |
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★ |
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★★★ |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Harugumo equips 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 detectability 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