Hiryu
Revision as of 17:15, 22 May 2018 | Revision as of 17:56, 14 December 2018 Edited inaccuracies and nitpicks on pros and cons section | |||
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|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. --> | |||
? | * | + | * Larger hangar provides a total complement of 72 planes and full reserves on all squadrons. | |
? | * Top speed of 34 knots means she can | + | * Top speed of 34 knots means she can re-position to any area of the map quicker. | |
* Upgraded fighter groups can match with American fighters (if used well). | * Upgraded fighter groups can match with American fighters (if used well). | |||
? | * | + | * Very well-rounded and is consistent in general when using the balanced loadout. | |
? | + | * Good anti-aircraft defense. | ||
? | * | + | ||
|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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* Tier VI torpedo bombers are easily shredded by ships Tier VII and above. | * Tier VI torpedo bombers are easily shredded by ships Tier VII and above. | |||
? | * | + | * Alpha damage against equal or higher tier capital ships can be lacking due to lower tier torpedo bombers. | |
? | + | * Performance against DDs may be short of what is expected due to more fragile torpedo bombers. | ||
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? | * | + | ||
|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> |
Revision as of 17:56, 14 December 2018
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[[Ship:|]] — N/A special premium Tier N/A.
An aircraft carrier that had a prominent effect on the development of this type of ship in the Imperial Japanese Navy. It was a highly successful project that featured a high speed, reasonably good AA defense and a sizable air group. Poor armor protection reduced the aircraft carrier's resistance to damage.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
Damage Control System Modification 3 | |||||||||||||||||||||||||||
Slot 3 |
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Slot 4 |
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Slot 5 |
Torpedo Tubes Modification 3 |
Reinforced Bulkheads | ||||||||||||||||||||||||||
Slot 6 |
Player Opinion
Performance
The first standard-sized (or "fleet") aircraft carrier in the Japanese carrier line, carrier players will surely fall in love with Hiryu. With a total complement of 72 planes, she is far less likely to run out of planes than her predecessors, if captains execute their attacks correctly that is. However, one must be aware that the torpedo planes she carries are the same as Tier V's Zuiho. This means they incredibly vulnerable when facing warships above Tier VII.
Captains must plan their attacks very carefully when using Hiryu’s air squadrons. Never stay in one place, use auto-pilot mode, continue sailing (even at 1/4 speed), and always keep distance from the enemy.Pros:
- Larger hangar provides a total complement of 72 planes and full reserves on all squadrons.
- Top speed of 34 knots means she can re-position to any area of the map quicker.
- Upgraded fighter groups can match with American fighters (if used well).
- Very well-rounded and is consistent in general when using the balanced loadout.
- Good anti-aircraft defense.
Cons:
- Tier VI torpedo bombers are easily shredded by ships Tier VII and above.
- Alpha damage against equal or higher tier capital ships can be lacking due to lower tier torpedo bombers.
- Performance against DDs may be short of what is expected due to more fragile torpedo bombers.
Research
This is a suggested research path:
- Type 7 mod. 2 Flight Control
- Mitsubishi A6M5c fighters
- Aichi D3A2 dive bombers
- Hull (B)
Optimal Configuration
Upgrades
The recommended upgrades for ' are as follows:
- Slot 1: Air Groups Modification 1
- Slot 2: Damage Control System Modification 1
- Slot 3: Air Groups Modification 2
- Slot 4: Propulsion Modification 1 ()
Upgrade Slot 3 is the main choice of upgrades with '. For players looking to improve their fighter's capabilities, Air Groups Modification 2 is highly recommended, especially when using the Type 7 mod. 3 flight control system. Otherwise, the Flight Control Modification 1 helps players land and launch '’s multiple flight squadrons, as ' has six separate plane squadrons to manage.
Commander Skills
' 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 also useful if ' faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.
For AA defense, ' has large-caliber 127mm 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%. While '’s AA DPS output is not sufficient to wipe out entire squadrons, it can knock out a few planes and, in combination with maneuvering, can help avoid taking serious damage.
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 .
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. ' has a low HP pool and is large and unarmored, and will not survive an attack by any ship larger than a destroyer. ' 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.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
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★★★ |
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2 |
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★★★ |
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3 |
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★★★ |
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★ |
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4 |
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★★ |
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★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
' can equip the following consumables:
- Slot 1: Damage Control Party
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 ' with Type 17 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 a carrier, ' can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London (🚫), Zulu Hotel (🚫), and, for the last two: November Echo Setteseven () and Juliet Whiskey Unaone ().
Recommended Signal Flags | |||||
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Combat | |||||
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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
Historical Gallery
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