Harugumo
Revision as of 13:54, 22 August 2018 | Revision as of 22:54, 16 March 2021 Minor re-write for obsolete stuffs. | |||
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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)--> | |||
? | ||||
|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" branch 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 '' | + | 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. | |
? | First and foremost, '' | + | 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}}''. | |
? | Captains should play '' | + | 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}} is mounted and the 'Main Battery Specialist' reload skill is active, she is able to toss out 10 shells in 2.5 seconds, giving her a rate of fire of an insane 250 shells per minute! (With the contingent skills 'Adrenaline Rush' and 'Fearless Brawler' active, that can approach 300 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 30mm penetration of the Japanese 100mm HE shell, ''{{#var:ship_name}}'' 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 37mm of armor, thicknesses found on high-tier battleships in many places. This allows ''{{#var:ship_name}}'' 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=<!-- 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. --> | |||
? | * | + | * Largest base health pool of all destroyers. | |
? | * | + | * Highest damage output potential of all Tier X destroyers. | |
* Powerful torpedo armament. | * Powerful torpedo armament. | |||
? | * | + | * Excellent HE shell armor penetration. | |
? | + | * Low-caliber AP shells allows for high effectiveness against broadsiding destroyers. | ||
? | * Low-caliber | + | * Torpedo Reload Booster consumable allows her to put 12 fish in the water every few minutes. | |
? | * Torpedo Reload Booster consumable allows her to put 12 | + | ||
|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; is larger than that of many cruisers. | + | * Worst turning radius among all destroyers; turning circle is larger than that of many cruisers. | |
? | * | + | * Large profile makes her an easy target. | |
? | * | + | * Very long torpedo launcher reload time. | |
? | * | + | * No {{Repair Party}} consumable results in her having less "effective" HP than other same-tier destroyers with the consumable. | |
? | * | + | * No {{Defensive AA Fire}} consumable. | |
+ | * Relatively miserable agility. | |||
|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
? | * | + | Unlike most Tier X ships, does have a module that can be researched: | |
? | + | * Type F3 Torpedoes are very fast and reload more quickly, but are short-ranged (8km) and don't hit as hard. | ||
? | + | |||
|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''': {{ | + | * '''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 | + | * '''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 --> | |||
? | + | ''{{#var:ship_name}}'''s priorities are survival and Guns. | ||
? | {{Commander Skills | + | {{Commander Skills 3 DD | |
? | + | <!-- Ratings 1,2,3 are legit. Others are ignored.--> | ||
? | | | + | | rating11 = <!-- Grease the Gears --> | |
? | | | + | | rating12 = <!-- Liquidator --> | |
? | | | + | | rating13 = <!-- Consumables Specialist --> | |
? | | | + | | rating14 = <!-- Gun Feeder --> | |
? | | | + | | rating15 = <!-- Incoming Fire Alert --> | |
? | + | | rating16 = 2 <!-- Preventive Maintenance --> | ||
? | | | + | ||
? | | | + | | rating21 = 2 <!-- Pyrotechnician --> | |
? | + | | rating22 = <!-- Swift Fish --> | ||
? | | | + | | rating23 = <!-- Consumables Enhancements --> | |
? | | | + | | rating24 = <!-- Extra-Heavy AP Shells --> | |
? | | | + | | rating25 = <!-- Priority Target --> | |
? | | | + | | rating26 = 3 <!-- Last Stand --> | |
? | | | + | ||
? | + | |||
? | | | + | | rating31 = 2 <!-- Main Battery & AA Specialist --> | |
? | | | + | | rating32 = <!-- Fill the Tubes --> | |
? | | | + | | rating33 = 2 <!-- Adrenaline Rush --> | |
? | | | + | | rating34 = 2 <!-- Inertial Fuse for HE Shells --> | |
? | | | + | | rating35 = <!-- Superintendent --> | |
? | | | + | | rating36 = 2 <!-- Survivability Expert --> | |
? | + | |||
? | + | |||
? | | | + | | rating41 = 1 <!-- Main Battery & AA Expert --> | |
? | | | + | | rating42 = <!-- Swift in Silence --> | |
? | | | + | | rating43 = 1 <!-- Radio Location --> | |
? | | | + | | rating44 = <!-- Fearless Brawler --> | |
? | | | + | | rating45 = 3 <!-- Concealment Expert --> | |
? | | | + | | 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 --> | |||
? | [[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 | + | [[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. | |
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. | 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. | |||
+ | ||||
+ | Due to the high service cost of Tier X ships, purchase of the permanent camouflage is highly recommended. | |||
|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 | {{Signal Flags | |||
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| Juliet Charlie = 3 | | 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 = 1 | + | | Papa Papa = 1 | |
? | | Wyvern = | + | | Wyvern = 2 | |
? | | Red Dragon = | + | | Red Dragon = 3 | |
? | | Dragon Flag = | + | | Dragon Flag = 3 | |
| Ouroboros = 1 | | Ouroboros = 1 | |||
? | | Hydra = | + | | Scylla = 2 | |
+ | | Basilisk = 2 | |||
+ | ||||
+ | | Hydra = 2 | |||
+ | | Leviathan = 2 | |||
}} | }} | |||
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|History=<!-- write text below --> | |History=<!-- write text below --> | |||
? | ''Harugumo'' is | + | ''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. | |
+ | ||||
+ | 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. | |||
+ | ||||
+ | ==In-game historical inaccuracies== | |||
+ | The 100mm/65 Type 98 naval gun was only equipped with high-explosive ammunition; the AP shell was invented by WG. | |||
+ | ||||
+ | |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 22:54, 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 |
|||||
Slot 4 |
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Slot 5 |
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Slot 6 |
Player Opinion
Performance
Harugumo sits atop the IJN "gunboat" branch 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 is mounted and the 'Main Battery Specialist' reload skill is active, she is able to toss out 10 shells in 2.5 seconds, giving her a rate of fire of an insane 250 shells per minute! (With the contingent skills 'Adrenaline Rush' and 'Fearless Brawler' active, that can approach 300 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 30mm penetration of the Japanese 100mm HE shell, 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 37mm of armor, thicknesses found on 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:
- Largest base health pool of all destroyers.
- Highest damage output potential of all Tier X destroyers.
- Powerful torpedo armament.
- Excellent HE shell armor penetration.
- Low-caliber AP shells allows for high effectiveness against broadsiding destroyers.
- Torpedo Reload Booster consumable allows her to put 12 fish 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.
- Very long torpedo launcher reload time.
- No Repair Party consumable results in her having less "effective" HP than other same-tier destroyers with the consumable.
- No Defensive AA Fire consumable.
- Relatively miserable agility.
Research
Unlike most Tier X ships, does have a module that can be researched:
- Type F3 Torpedoes are very fast and reload more quickly, but are short-ranged (8km) and don't hit as hard.
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
Harugumo's priorities are survival and Guns.
Recommended Commander Skills | ||||||
---|---|---|---|---|---|---|
Cost (points) |
Attack | Defense | ||||
1 |
|
|
|
|
|
★★ |
2 |
★★ |
|
|
|
|
★★★ |
3 |
★★ |
|
★★ |
★★ |
|
★★ |
4 |
★ |
|
★ |
|
★★★ |
|
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.
Due to the high service cost of Tier X ships, purchase of the permanent camouflage is highly recommended.
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 | |||||
---|---|---|---|---|---|
Combat | |||||
★★★ |
|
★★ |
|
★★★ |
★★★ |
★★ |
|
★ |
★★ |
★★★ |
|
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info