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Revision as of 08:39, 4 December 2017
Upgrade rework.
Revision as of 14:09, 11 May 2018
Added 3D model. Overall polish.
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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. -->
 +An aircraft carrier built under the restrictions of the Washington Naval Treaty of 1922. Owing to a double-deck hangar, she could carry an impressive air group despite her limited displacement. Her drawbacks were low survivability and the small size of her flight deck, which hampered takeoff and landing for squadrons.<br><br>{{Model3DViewer|781e37c00a3a454d8d324b3e737dcac8}}
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?''Ryujo'' is a potent carrier due to its supply of reserve aircraft, choice between air superiority and strike loadouts, and access to manual attack options at Tier VI. ''Ryujo'' is a light carrier but with a larger hangar capacity than its counterpart ''[[Independence]]''. She uses the exact same torpedo bombers as ''[[Zuiho]]'', and has access to the tier 6 D3A1 "Val" dive bombers and tier 6 A6M2 "Zero" fighters.+''Ryujo'' is a potent carrier due to its supply of reserve aircraft, choice between air superiority and strike loadouts, and access to manual attack options at Tier VI. ''Ryujo'' is a light carrier but with a larger hangar capacity than its counterpart ''[[Independence]]''. She uses the exact same torpedo bombers as ''[[Zuiho]]'', and has access to the Tier VI D3A1 "Val" dive bombers and Tier VI A6M2 "Zero" fighters.
  
 |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. -->
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 * Relatively maneuverable, better than its predecessor ''[[Zuiho]]''. * Relatively maneuverable, better than its predecessor ''[[Zuiho]]''.
 * Strike loadout will deal massive damage to enemy ships, similar to ''Zuiho''. * Strike loadout will deal massive damage to enemy ships, similar to ''Zuiho''.
?* Planes outperform Independence's in almost every aspect - speed, loadout time and damage per minute.+* Planes outperform ''Independence''’s in almost every aspect - speed, loadout time and damage per minute.
 * 127mm dual-purpose guns can be boosted by AA skills, particularly Manual Fire Control for AA Armament. * 127mm dual-purpose guns can be boosted by AA skills, particularly Manual Fire Control for AA Armament.
  
 |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. -->
 * Poor armor protection and large size make her prone to taking large hits and HE damage. * Poor armor protection and large size make her prone to taking large hits and HE damage.
?* Air superiority loadout is very slightly inferior to that of Independence's, since its fighters have 170 hitpoints lower and are 2 knots slower, though not significant.+* Air superiority loadout is very slightly inferior to that of ''Independence''’s, since its fighters have 170 hitpoints lower and are 2 knots slower, though not significant.
 * AA is weaker than her counterpart ''[[Independence]]''. * AA is weaker than her counterpart ''[[Independence]]''.
?* Stock flight control system (1-1-2) fails in terms of either dealing damage to enemy ships if not played carefully or enemy aircraft, frequently runs out of planes.+* Stock flight control system (1-1-2) fails in terms of either dealing damage to enemy ships if not played carefully or enemy aircraft, and frequently runs out of planes.
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
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 *'''Slot 3''': {{Air Groups Modification 2}} *'''Slot 3''': {{Air Groups Modification 2}}
 *'''Slot 4''': {{Propulsion Modification 2}} *'''Slot 4''': {{Propulsion Modification 2}}
? 
? 
  
 '''Upgrade Slot 3''' is the main choice of upgrades with ''{{#var:ship_name}}''. For players looking to improve their fighter's capabilities, {{Air Groups Modification 2}} is highly recommended, especially when using the Type 6 mod. 3 flight control system. Otherwise, the {{Flight Control Modification 1}} helps players land and launch ''{{#var:ship_name}}''`s multiple flight squadrons. '''Upgrade Slot 3''' is the main choice of upgrades with ''{{#var:ship_name}}''. For players looking to improve their fighter's capabilities, {{Air Groups Modification 2}} is highly recommended, especially when using the Type 6 mod. 3 flight control system. Otherwise, the {{Flight Control Modification 1}} helps players land and launch ''{{#var:ship_name}}''`s multiple flight squadrons.
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 For AA defense, ''{{#var:ship_name}}'' has large-caliber 127mm guns that benefit from [[Ship:Commander#Manual_Fire_Control_for_AA_Armament|Manual Fire Control for AA Armament]]. [[Ship:Commander#Basic_Firing_Training|Basic Firing Training]] is also a good choice to boost all AA guns' DPS by 20%. While ''{{#var:ship_name}}''’​‍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. For AA defense, ''{{#var:ship_name}}'' has large-caliber 127mm guns that benefit from [[Ship:Commander#Manual_Fire_Control_for_AA_Armament|Manual Fire Control for AA Armament]]. [[Ship:Commander#Basic_Firing_Training|Basic Firing Training]] is also a good choice to boost all AA guns' DPS by 20%. While ''{{#var:ship_name}}''’​‍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.
  
?[[Ship:Commander#Evasive_Maneuver|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 [[Ship:Consumables#Defensive_AA_Fire|Defensive Fire]].+[[Ship:Commander#Evasive_Maneuver|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. ''{{#var:ship_name}}'' has a low HP pool and is large and unarmored, and will not survive an attack by any ship larger than a destroyer. ''{{#var:ship_name}}'' captains must position their ship near friendlies and far back from the enemy fleet. [[Ship:Commander#Concealment_Expert|Concealment Expert]] may be taken to further reduce detection range if the captain so desires. 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. ''{{#var:ship_name}}'' has a low HP pool and is large and unarmored, and will not survive an attack by any ship larger than a destroyer. ''{{#var:ship_name}}'' captains must position their ship near friendlies and far back from the enemy fleet. [[Ship:Commander#Concealment_Expert|Concealment Expert]] may be taken to further reduce detection range if the captain so desires.
?{{block|!|content= ATTENTION 
?*Due to dive bombers having over 100% chance of causing fires, Demolition Expert is '''not''' recommended.}} 
  
 {{Commander Skills {{Commander Skills
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 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?As a carrier at Tier VI, ''{{#var:ship_name}}'' has access to only {{Damage Control Party}}.+''{{#var:ship_name}}'' can equip the following consumables:
 +* '''Slot 1:''' {{Damage Control Party}}
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
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 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?As a carrier, ''{{#var:ship_name}}'' can only mount at most four signals at a time and has no risk of detonating. Players should mount '''Equal Speed Charlie London''' (for faster XP grinding / increased XP gain per battle), '''Zulu Hotel''' (when coupled with '''Equal Speed Charlie London''' greatly helps increase commander (re)training), and, for the last two / pair, '''November Echo Setteseven''' (for better bomber self-defense against fighters) and '''Juliet Whiskey Unaone''' (to have a better chance at causing flooding and dealing damage via flooding). However, the last two recommended signal flags are not highly recommended if the player wishes to conserve the signal for later tiers.+As a carrier, ''{{#var:ship_name}}'' can only mount at most four signals at a time and has no risk of detonating. Players should mount Equal Speed Charlie London ({{Equal Speed Charlie London|Size=18px}}), Zulu Hotel ({{Zulu Hotel|Size=18px}}), and, for the last two: November Echo Setteseven ({{November Echo Setteseven|Size=18px}}) and Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}). However, the last two recommended signal flags are not highly recommended if the player wishes to conserve the signal for later tiers.
?{{block|!|content= ATTENTION+
?*Due to dive bombers having over 100% chance of causing fires, Victor Lima and India X-Ray are '''not''' recommended.}}+
  
 {{Signal Flags {{Signal Flags

Revision as of 14:09, 11 May 2018

Ryūjō
Ryūjō_wows_main.jpg
Tech Tree Position
Hōshō
Arrow_down.png
Ryūjō_icon_small.png
Arrow_down.png
Shōkaku
stock
 top
General
Research price40000 exp
Purchase price4,500,000 Credits
Hit Points38,400 
Secondary Armament #1
127 mm/40 Type 89 on a Model A1 mount6 х 2 pcs.
Firing Rangekm.
Rate of Fire12 shots/min.
Reload Timesec.
HE Shell127 mm HE Type0 
Maximum HE Shell Damage2,100 
Initial HE Shell Velocity725 m./s.
Chance of Fire on Target Caused by HE Shell%
AA Defense
127 mm/40 Type 89 on a Model A1 mount6 х 2 pcs.
. . . Average Damage per Second60.6 
. . . Firing Range5.01 km.
25 mm/60 Type 96 on a twin mount9 х 2 pcs.
. . . Average Damage per Second24.3 
. . . Firing Range2.49 km.
25 mm/60 Type 96 on a single mount5 х 1 pcs.
. . . Average Damage per Second
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed28 knot
Turning Circle Radius770 m.
Rudder Shift Time13.4 sec.
Concealment
Surface Detectability Range9.6 km.
Air Detectability Range6.82 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
VI
Ship_PJSA106_Ryujo.png
4,500,000

Ryūjō — Japanese Tier VI aircraft сarrier.

An aircraft carrier built under the restrictions of the Washington Naval Treaty of 1922. Owing to a double-deck hangar, she could carry an impressive air group despite her limited displacement. Her drawbacks were low survivability and the small size of her flight deck, which hampered takeoff and landing for squadrons.

Modules

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)
Ryūjō (A)38,40063065/9/6 0400,000
Ryūjō (B)39,60063068/10 10,0001,100,000
Attack Aircraft Speed
(knot)
IDS_SHIP_PARAM_SQUADRON_MED_DAMAGE
(HP/min)
IDS_SHIP_PARAM_SQUADRON_AMMO_AMOUNTHit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
A5M Claude1341,210 0300,000
A6M2 Zero1391,270 7,000750,000
Torpedo Bombers Maximum Torpedo Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
B4Y Jean5,0001201,460 0300,000
B5N2 Kate5,0001281,530 7,000750,000
Bombers Maximum Bomb Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
D3A Val1331,430 0300,000
D4Y2 Suisei1371,500 7,000750,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 65,000 hp28 0250,000

Compatible Upgrades

 Slot 1 
Air Groups Modification 1
Auxiliary Armaments Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Aircraft Engines Modification 1
 Slot 3 
Secondary Battery Modification 1
Torpedo Bombers Modification 1
Attack Aircraft Modification 1
Aerial Torpedoes Modification 1
 Slot 4 
Damage Control System Modification 2
Attack Aircraft Modification 2
Torpedo Bombers Modification 2
Bombers Modification 1
Airstrike Modification 1

Player Opinion

Performance

Ryujo is a potent carrier due to its supply of reserve aircraft, choice between air superiority and strike loadouts, and access to manual attack options at Tier VI. Ryujo is a light carrier but with a larger hangar capacity than its counterpart Independence. She uses the exact same torpedo bombers as Zuiho, and has access to the Tier VI D3A1 "Val" dive bombers and Tier VI A6M2 "Zero" fighters.

Pros:

  • Large reserve of planes for its tier at 48 compared to Independence at 37.
  • 5 squadrons of planes, and at least 1 fighter squadron, in any of the upgraded loadouts.
  • Low concealment.
  • Relatively maneuverable, better than its predecessor Zuiho.
  • Strike loadout will deal massive damage to enemy ships, similar to Zuiho.
  • Planes outperform Independence’s in almost every aspect - speed, loadout time and damage per minute.
  • 127mm dual-purpose guns can be boosted by AA skills, particularly Manual Fire Control for AA Armament.

Cons:

  • Poor armor protection and large size make her prone to taking large hits and HE damage.
  • Air superiority loadout is very slightly inferior to that of Independence’s, since its fighters have 170 hitpoints lower and are 2 knots slower, though not significant.
  • AA is weaker than her counterpart Independence.
  • Stock flight control system (1-1-2) fails in terms of either dealing damage to enemy ships if not played carefully or enemy aircraft, and frequently runs out of planes.

Research

This is a suggested upgrade path:

  1. Type 6 Mod. 2 (Flight Control Mod)
  2. Mitsubishi A6M2 fighters
  3. Aichi D3A1 dive bombers
  4. Free XP the B hull, get the C hull for additional AA protection and rudder shift.

Optimal Configuration

Upgrades

The recommended upgrades for Ryūjō are as follows:

Upgrade Slot 3 is the main choice of upgrades with Ryūjō. For players looking to improve their fighter's capabilities, Air Groups Modification 2 : +7.5% aircraft HP. is highly recommended, especially when using the Type 6 mod. 3 flight control system. Otherwise, the Flight Control Modification 1 Does not increase the maximum number of each type of tactical squadron aircraft on deck.: -5% aircraft restoration time / +2 carrier deck places available. helps players land and launch Ryūjō`s multiple flight squadrons.

Commander Skills

Ryūjō uses the standard IJN CV 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 Ryūjō faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.

For AA defense, Ryūjō has large-caliber 127mm guns that benefit from Manual Fire Control for AA Armament. Basic Firing Training is also a good choice to boost all AA guns' DPS by 20%. While Ryūjō’​‍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 FireWhile active, the damage per second of large caliber anti-aircraft guns is increased..

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. Ryūjō has a low HP pool and is large and unarmored, and will not survive an attack by any ship larger than a destroyer. Ryūjō 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.

Consumables

Ryūjō 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 detectability range.

Players who wish to spend doubloons can equip Ryūjō with Type 16 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.

Signals

As a carrier, Ryūjō 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 (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) and Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.). However, the last two recommended signal flags are not highly recommended if the player wishes to conserve the signal for later tiers.


Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery


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