Shikishima
Revision as of 04:18, 28 June 2020 Grammar edit. | Revision as of 18:08, 4 July 2020 Add Upgrades, Commander Skills, Consumables | |||
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? | <!-- FOR PREMIUM SHIPS: | + | <!-- FOR PREMIUM SHIPS: --> | |
? | As a premium ship, ''{{#var:ship_name}}'' doesn't have any upgrades to research. | + | As a premium ship, ''{{#var:ship_name}}'' doesn't have any upgrades to research. | |
|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
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|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''': | + | * '''Slot 1''': {{Main Armaments Modification 1}} | |
? | * '''Slot 2''': | + | * '''Slot 2''': {{Damage Control System Modification 1}} | |
? | * '''Slot 3''': | + | * '''Slot 3''': {{Aiming Systems Modification 1}} | |
? | * '''Slot 4''': | + | * '''Slot 4''': {{Damage Control System Modification 2}} | |
? | * '''Slot 5''': | + | * '''Slot 5''': {{Concealment System Modification 1}} | |
? | * '''Slot 6''': | + | * '''Slot 6''': {{Main Battery Modification 3}} | |
? | + | |||
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
+ | ||||
+ | {{Commander Skills 2 | |||
+ | <!-- 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 --> | |||
+ | | rating12 = 1 <!-- Preventive Maint --> | |||
+ | | rating13 = <!-- Expert Loader --> | |||
+ | | rating14 = 0 <!-- Air Supremacy --> | |||
+ | | rating15 = 2 <!-- Direction Center for Fighters --> | |||
+ | | rating16 = 0 <!-- Improved Engine Boost --> | |||
+ | | rating17 = <!-- Incoming Fire Alert --> | |||
+ | | rating18 = 0 <!-- Last Gasp --> | |||
+ | ||||
+ | | rating21 = 2 <!-- High Alert --> | |||
+ | | rating22 = 2 <!-- Jack of All Trades --> | |||
+ | | rating23 = 3 <!-- Expert Marksman --> | |||
+ | | rating24 = 0 <!-- Torpedo Acceleration --> | |||
+ | | rating25 = 0 <!-- Smoke Screen Expert --> | |||
+ | | rating26 = 0 <!-- Improved Engines --> | |||
+ | | rating27 = 3 <!-- Adrenaline Rush --> | |||
+ | | rating28 = <!-- Last Stand --> | |||
+ | ||||
+ | | rating31 = 2 <!-- Basics of Survivability --> | |||
+ | | rating32 = <!-- Survivability Expert--> | |||
+ | | rating33 = 0 <!-- Torpedo Armament Expertise--> | |||
+ | | rating34 = 0 <!-- Aircraft Armor --> | |||
+ | | rating35 = 1 <!-- Basic Firing Training --> | |||
+ | | rating36 = 3 <!-- Superintendent --> | |||
+ | | rating37 = <!-- Demolition Expert --> | |||
+ | | rating38 = 2 <!-- Vigilance --> | |||
+ | ||||
+ | | rating41 = 1 <!-- Manual Fire Control for Secondary Armament --> | |||
+ | | rating42 = 3 <!-- Fire Prevention --> | |||
+ | | rating43 = 0 <!-- Inertia Fuse for HE Shells --> | |||
+ | | rating44 = 0 <!-- Sight Stabilization --> | |||
+ | | rating45 = 2 <!-- Advanced Firing Training --> | |||
+ | | rating46 = 0 <!-- Massive AA Fire --> | |||
+ | | rating47 = <!-- Radio Position Finding --> | |||
+ | | 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}} | |||
? | * {{Repair Party}} | + | * '''Slot 2:''' {{Repair Party}} | |
? | * | + | * '''Slot 3:''' {{Spotting Aircraft}} '''or''' {{Catapult Fighter}} | |
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|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> |
Revision as of 18:08, 4 July 2020
510 mm/45 Type 98 in a twin turret3 х 2 pcs. |
Rate of Fire2.22 shots/min. |
Reload Time27 sec. |
Rotation Speed3 deg./sec. |
180 Degree Turn Time60 sec. |
Firing Range26.63 km. |
Maximum Dispersion249 m. |
HE Shell510 mm HE Type98 |
Maximum HE Shell Damage8,100 |
Chance of Fire on Target Caused by HE Shell40 % |
Initial HE Shell Velocity765 m./s. |
HE Shell Weight2620 kg. |
AP Shell510 mm AP Type98 |
Maximum AP Shell Damage19,400 |
Initial AP Shell Velocity765 m./s. |
AP Shell Weight2620 kg. |
100 mm/65 Type 98 on a Model A mount6 х 2 pcs. |
Firing Range7.7 km. |
Rate of Fire20 shots/min. |
Reload Time3 sec. |
HE Shell100 mm HE Type98 |
Maximum HE Shell Damage1,700 |
Initial HE Shell Velocity1000 m./s. |
Chance of Fire on Target Caused by HE Shell6 % |
100 mm/65 Type 98 on a twin mount4 х 2 pcs. |
Firing Range7.7 km. |
Rate of Fire20 shots/min. |
Reload Time3 sec. |
HE Shell100 mm HE Type98 |
Maximum HE Shell Damage1,700 |
Initial HE Shell Velocity1000 m./s. |
Chance of Fire on Target Caused by HE Shell6 % |
155 mm/60 3rd Year Type in a triple turret2 х 3 pcs. |
Firing Range7.7 km. |
Rate of Fire5 shots/min. |
Reload Time12 sec. |
HE Shell155 mm HE Type0 |
Maximum HE Shell Damage2,600 |
Initial HE Shell Velocity925 m./s. |
Chance of Fire on Target Caused by HE Shell10 % |
100 mm/65 Type 98 on a Model A mount6 х 2 pcs. |
. . . Average Damage per Second124.8 |
. . . Firing Range5.01 km. |
100 mm/65 Type 98 on a twin mount4 х 2 pcs. |
. . . Average Damage per Second83.2 |
. . . Firing Range5.01 km. |
40 mm/60 Type 5 on a twin mount24 х 2 pcs. |
. . . Average Damage per Second271.2 |
. . . Firing Range3.51 km. |
25 mm/60 Type 96 on a triple mount16 х 3 pcs. |
. . . Average Damage per Second52.8 |
. . . Firing Range2.49 km. |
Maximum Speed27 knot |
Turning Circle Radius900 m. |
Rudder Shift Time18.7 sec. |
Surface Detectability Range17.46 km. |
Air Detectability Range12.78 km. |
Shikishima — Japanese special premium Tier X battleship.
The plans for the Yamato-class battleships included the construction of eight ships before 1950. At the beginning of 1941, the program was adjusted: Based on intelligence data on the scale of construction of capital ships in the U.S., the leadership of the Japanese Navy decided to increase the number of battleships under construction. One of the ships was supposed to be built according to the design of the Yamato class, and all subsequent ones—according to an improved design with 510 mm main battery artillery. A six-gun variant with three main battery turrets had a standard displacement of 65,700 tons.
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
Playstyle-wise, with only short-ranged AA, a high, poorly armoured citadel, and being one of the largest ships in the game, Shikishima is not meant to be played as a brawler, or as the vanguard of a formation of ships, but with decent accuracy and sigma, as well as the largest guns of the game means that it can and will be able to fairly easily overmatch battleship- and cruiser-sized plating. As a battleship, your target should be other battleships and heavy cruisers. You should shoot AP at their broadsides, and with good ballistics, you can theoretically penetrate the citadel from any angle as the AP shells will fuse on time if you shoot through a heavily-armoured bow or broadside. Poor vertical dispersion, as well as having only six barrels means that landing shots on target from long distance will pose a challenge, but Shikishima makes up for it with a stock reload of 27 seconds (which can be further decreased with the right captain skills and mods, such as Main Battery Mod. 3) that allows for it to squeeze opportunistic salvos at fast cruisers and battleships alike, incidentally making it a great platform for hunting cruisers. However, these 20in guns will not save you should you encounter lightly armoured cruisers (such as Smolensk), as well as destroyers (which is a given), as the AP shells will simply over-penetrate their thin armour. Ideally, Shikishima should be played as the second or third ship in a formation, with cruisers and destroyers serving as AA screens and mopping up smaller targets, such as those aforementioned light cruisers and destroyers, giving you the time to focus on deleting CAs and BBs from the map. If worst comes to worst then Shikishima does have a pretty good array of secondaries which can whittle down destroyers.
Furthermore, with only six guns in three turrets; sustained HE spam, fires, floods, and turret destruction is her worst nightmare, as a) taking out a turret decreases firepower by a third, b) having more HP is irrelevant against fire and floods. Keep in mind that you are essentially a Yamato with larger guns. Your hull shares the same strengths and weaknesses - you can be penetrated by AP in the stern and "cheek", and being a battleship that can virtually threaten any other ship in the game regardless of armour you will be a large target for every ship in the game. In the right hands, Shikishima captains can make this ship shine in mid- to late-game, and provide valuable fire support to fellow teammates. Just keep in mind that your ability to overmatch the armour of enemy ships does not make you invincible.Pros:
- Highest per-shell alpha in the game.
- Extremely good penetration with her armor piercing shells.
- Good high explosive resistant armor.
- Good accuracy relative to her tech tree counterpart Yamato.
- Ability to overmatch 32mm plating, which is standard tier 8-10 battleship plating.
- Pretty good secondaries which can obliterate smaller, lightly-armoured vessels when given the chance.
Cons:
- Low barrel count, with only 6 shells.
- Large citadel with a poor shape that makes her very susceptible to citadels from battleships.
- Low damage output due to lack of shells.
- Poor vertical dispersion, which causes shells to go over and under the target Shikishima is firing at.
- Excessive overpenetration at close range against most cruisers, leading to situations that could get the player killed.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Shikishima are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1
- Slot 3: Aiming Systems Modification 1
- Slot 4: Damage Control System Modification 2
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3
Commander Skills
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★ |
★ |
|
Χ |
★★ |
Χ |
|
Χ |
2 |
★★ |
★★ |
★★★ |
Χ |
Χ |
Χ |
★★★ |
|
3 |
★★ |
|
Χ |
Χ |
★ |
★★★ |
|
★★ |
4 |
★ |
★★★ |
Χ |
Χ |
★★ |
Χ |
|
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Shikishima can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Repair Party
- Slot 3: Spotting Aircraft or Catapult Fighter
Gallery