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Taiho

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Revision as of 15:36, 21 September 2017
Added a pros/cons section, however it needs expansion.
Revision as of 01:15, 10 October 2020
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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. -->
 +The mightiest aircraft carrier with the most advanced design, among ships of her type, built for the Imperial Japanese Navy. She featured an armored flight deck to provide protection from bomb hits. New dual-purpose artillery mounts significantly improved the ship's AA capabilities.<!-- <br><br>{{Model3DViewer|7d5d8056f1f54ccfa15f5ca7315f6ad1}}-->
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
 +This is a suggested research path:
 +# Type 9 mod. 2 or mod. 3 Flight Control
 +# Mitsubishi A7M1 fighters
 +# Aichi B7A2 torpedo bombers
 +# Aichi B7A2 dive bombers
 +# Hull (B)
 +
 +Researching mod. 2 or mod. 3 Flight Control depends on the player's preference.
  
 |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. -->
 +* Very powerful alpha strike power with torpedo bombers.
 +* Much better concealment than her American counterpart.
 +* AA is quite good on the second hull.
  
?Very powerful alpha strike power with torpedo bombers.+|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
  
?Taiho's strike loadout is far superior to that of the Essex due to it having two fighter squadrons compared to the Essex's 1, along with more strike power. 
  
?Much better concealment than her American counterpart.+|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
  
?AA is quite good on the second hall.+|Upgrades=<!-- write text about best upgrades below -->
 +The recommended upgrades for ''{{#var:ship_name}}'' 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}}
 +*'''Slot 5''': {{Concealment System Modification 1}}
 +*'''Slot 6''': {{Air Groups Modification 3}}
  
?|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->+'''Upgrade Slot 3''' is the 1st 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 9 mod. 3 flight control system. Otherwise, the {{Flight Control Modification 1}} helps players land and launch ''{{#var:ship_name}}''’s multiple flight squadrons, as ''{{#var:ship_name}}'' has seven separate plane squadrons to manage.
  
?Fighting an air superiority Essex can be a big challenge due to the amount planes an Essex can have in the air at one time.+'''Upgrade Slot 5''' offers players {{Concealment System Modification 1}}, which stacks with [[Ship:Commander#Concealment_Expert|Concealment Expert]] and camouflage to bring ''{{#var:ship_name}}''’s surface detection down to a small range of 10.7 km.
  
?As to be expected on fleet carriers, it is very sluggish to maneuver.+'''Upgrade Slot 6''' is the 2nd main choice of upgrades with ''{{#var:ship_name}}''. Due to the common presence of multiple battleships and cruisers with very high AA power, {{Air Groups Modification 3}} is highly recommended to make sure ''{{#var:ship_name}}''’s planes will survive their trip to and from their target. If survivability isn't the player's foremost preference, {{Flight Control Modification 2}} is viable, increasing the speed gap between ''{{#var:ship_name}}''’s and ''[[Essex]]''’s planes, allowing the smaller Japanese squadrons to outrun their American counterparts.
  
?|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->+|CommanderSkills=<!-- write text about best set of Commander Skills below -->
 +''{{#var:ship_name}}'' uses the standard Japanese carrier captain skill setup. Emphasis should be on skills that boost fighter and bomber effectiveness and AA protection. [[Ship:Commander#Aircraft_Servicing_Expert|Aircraft Servicing Expert]], [[Ship:Commander#Torpedo_Acceleration|Torpedo Acceleration]], [[Ship:Commander#Torpedo_Armament_Expertise|Torpedo Armament Expertise]], and [[Ship:Commander#Air_Supremacy|Air Supremacy]] are "must have" skills. [[Ship:Commander#Dogfighting_Expert|Dogfighting Expert]] is also a useful pick for ''{{#var:ship_name}}'' due to the bonus to ammunition which allows her fighters to remain airborne longer before returning to rearm.
  
?|Upgrades=<!-- write text about best upgrades below -->+For AA defense, ''{{#var:ship_name}}'' has medium-caliber 100mm guns that benefit greatly from 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%. And as ''{{#var:ship_name}}'' is a Tier IX carrier, the player has access to the special Japanese carrier version of {{Defensive AA Fire}}, which lasts for two minutes and increases the ship's AA DPS by a factor of '''1.75'''. Coupled with '''Basic Firing Training''' and [[Ship:Commander#Manual_Fire_Control_for_AA_Armament|Manual Fire Control for AA Armament]], the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively and greatly reduce the damage taken from an enemy carrier's attack.
?As a carrier at Tier IX with all six possible upgrade slots, it's best to mount [[Ship:Upgrades#Air_Groups_Modification.C2.A01|Air Groups Modification 1]], [[Ship:Upgrades#Flight_Control_Modification.C2.A01|Flight Control Modification 1]] (for faster aircraft servicing time / rearming time) or [[Ship:Upgrades#Air_Groups_Modification.C2.A02|Air Groups Modification 2]] (for better fighter capability in fighting enemy fighters and taking down enemy bombers), [[Ship:Upgrades#Air_Groups_Modification.C2.A03|Air Groups Modification 3]] (for better plane survivability due to the powerful anti-air armaments of cruisers at this tier), [[Ship:Upgrades#Damage_Control_System_Modification.C2.A01|Damage Control System Modification 1]], [[Ship:Upgrades#Damage_Control_System_Modification.C2.A02|Damage Control System Modification 2]] (if the player chooses to use Emergency Takeoff Skill and does not have Damage Control Party ready) or [[Ship:Upgrades#Propulsion_Modification.C2.A02|Propulsion Modification 2]] (if the player feels the need to relocate and avoid enemies is more important), and [[Ship:Upgrades#Concealment_System_Modification.C2.A01|Concealment System Modification 1]] on ''Taiho''.+
  
?|CommanderSkills=<!-- write text about best set of Commander Skills below -->+[[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}}.
?As ''Taiho'' is a Tier IX carrier, the player has access to the special carrier [[Ship:Consumables#Defensive_AA_Fire|Defensive Fire]] consumable, which lasts for two minutes and increases the ship's AA DPS by a factor of 1.75. Coupled with Basic Firing Training and Manual Fire Control for AA Armament, the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively. Or, as Taiho has access to the Concealment System Modification, the player can opt to choose to utilize the Concealment Expert skill as an indirect form of further protection from enemy ships (with skill, camouflage, and upgrade, detection is 10.35km).+ 
 +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}}'' 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.
  
?{{Commander Skills+{{Commander Skills 2
?| Priority Target = 1+<!-- 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. -->
?| Preventative Maintenance = 1+| rating11 = <!-- Priority Target -->
?| Expert Loader = +| rating12 = <!-- Preventive Maint -->
?| Aircraft Servicing Expert = 3+| rating13 = 0 <!-- Expert Loader -->
?| Direction Center for Catapult Aircraft = +| rating14 = <!-- Air Supremacy -->
?| Dogfighting Expert = 2+| rating15 = <!-- Direction Center for Fighters -->
?| Incoming Fire Alert = 1+| rating16 = <!-- Improved Engine Boost -->
?| Evasive Maneuver = 2+| rating17 = <!-- Incoming Fire Alert -->
 +| rating18 = <!-- Last Gasp -->
  
?| High Alert = 1+| rating21 = <!-- High Alert -->
?| Jack of All Trades = +| rating22 = <!-- Jack of All Trades -->
?| Expert Marksman = +| rating23 = 0 <!-- Expert Marksman -->
?| Torpedo Acceleration = 3+| rating24 = 0 <!-- Torpedo Acceleration -->
?| Smoke Screen Expert = +| rating25 = 0 <!-- Smoke Screen Expert -->
?| Expert Rear Gunner = 2+| rating26 = <!-- Improved Engines -->
?| Adrenaline Rush = +| rating27 = <!-- Adrenaline Rush -->
?| Last Stand = 1+| rating28 = <!-- Last Stand -->
  
?| Survivability Expert = +| rating31 = <!-- Basics of Survivability -->
?| Basics of Survivability = 2+| rating32 = <!-- Survivability Expert-->
?| Torpedo Armament Expertise = 3+| rating33 = 0 <!-- Torpedo Armament Expertise-->
?| Emergency Takeoff = 3+| rating34 = <!-- Aircraft Armor -->
?| Basic Firing Training = 2+| rating35 = <!-- Basic Firing Training -->
?| Superintendent = +| rating36 = <!-- Superintendent -->
?| Demolition Expert = 1+| rating37 = <!-- Demolition Expert -->
?| Vigilance = 1+| rating38 = <!-- Vigilance -->
  
?| Manual Fire Control for Secondary Armament = +| rating41 = <!-- Manual Fire Control for Secondary Armament -->
?| Fire Prevention = +| rating42 = <!-- Fire Prevention -->
?| Inertia Fuse for HE Shells = +| rating43 = <!-- Inertia Fuse for HE Shells -->
?| Air Supremacy = 3+| rating44 = <!-- Sight Stabilization -->
?| Advanced Firing Training = +| rating45 = <!-- Advanced Firing Training -->
?| Manual Fire Control for AA Armament = 2+| rating46 = <!-- Massive AA Fire -->
?| Radio Position Finding = +| rating47 = <!-- Radio Position Finding -->
?| Concealment Expert = 2+| rating48 = <!-- Concealment Expert -->
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?As a Tier IX carrier, ''Taiho'' has access to the following consumables:+''{{#var:ship_name}}'' can equip the following consumables:
?*[[Ship:Consumables#Damage_Control_Party|Damage Control Party]]+* '''Slot 1:''' {{Damage Control Party}}
?*[[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire]]+* '''Slot 2:''' {{Defensive AA Fire}}
? +
? +
?Premium Defensive AA Fire is recommended to counter any enemy carrier's attempts to "snipe" the player (that is, by having all bombers bypass allied ships undetected and attempting to sink the player in one hit). Premium Damage Control Party II is not recommended as it is only needed in dire moments, or when the player is the last one alive. +
  
 |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 the chance of being detected.+[[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 detectibility range.
  
?Players who wish to spend doubloons can equip ''Taiho'' with [[Ship:Camouflage#Permanent_Camouflage|Type 19 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, 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 19 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, and increases the amount of experience she earns.
  
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
?As a carrier, ''Taiho'' 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), November Echo Setteseven (for better bomber self-defense against fighters and increased AA DPS), and Juliet Whiskey Unaone (to have a better chance at causing flooding and dealing damage via flooding). Players can also choose to equip the Dragon Flag for faster commander (re)training.+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}}).
  
 {{Signal Flags {{Signal Flags
 +| November Echo Setteseven = 3
 +| Mike Yankee Soxisix =
 +| India X-Ray =
 +| Juliet Yankee Bissotwo =
 +| Victor Lima =
 | Hotel Yankee =  | Hotel Yankee =
 +
 +| November Foxtrot =
 +| Sierra Mike = 1
 +| India Delta =
 +| Juliet Whiskey Unaone = 3
 +| India Yankee =
 | Juliet Charlie =  | Juliet Charlie =
?| November Foxtrot = 1+ 
 | Zulu = 1 | Zulu = 1
?| Juliet Yankee Bissotwo =  
?| India Delta =  
? 
?| India Yankee =  
?| November Echo Setteseven = 3 
?| Zulu Hotel = 1 
 | India Bravo Terrathree =  | India Bravo Terrathree =
?| Sierra Mike = +| Equal Speed Charlie London = 3
?| Victor Lima = 3+| Zulu Hotel = 3
 +| Papa Papa =
  
?| Mike Yankee Soxisix = +| Wyvern = 1
?| Papa Papa = +| Red Dragon = 1
?| India X-Ray = +
?| Equal Speed Charlie London = 2+
?| Juliet Whiskey Unaone = 3+
 | Dragon Flag = 1 | Dragon Flag = 1
 +| Ouroboros =
 +| Hydra = 1
 }} }}
  
 |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery>
? +File:Taiho (6).jpg
 +File:Taiho (5).jpg|View of ''Taihō''’s flight deck.
 +File:Taiho shot (4).jpg
 </gallery> </gallery>
  
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 ===Historical Inaccuracies=== ===Historical Inaccuracies===
?* ''Taiho'''s actual aircraft complement consisted of 22 Mitsubishi A6M5 "Zeros", 22 Yokosuka D4Y1 "Suiseis", 3 Aichi D3A2 "Vals" and 18 Nakajima B6N2 "Tenzans".+* ''Taihō''’s dark gray paint scheme is missing.
?* Hull (B) is fictitious; ''Taiho'' was never equipped with the 40 mm Bofors. The Japanese version of the gun had a defective fuse design which limited its effective range to ~3km.+* Light and dark green camouflage was applied to aircraft carriers in mid-1944 after the battle of the Philippine Sea; ''Taihō'' was sunk in the battle of the Philippine Sea.
?* Development of the Yokosuka D4Y2 began in October 1944; ''Taiho'' was sunk in June 1944.+* ''Taihō''’s actual aircraft complement consisted of 22 Mitsubishi A6M5 "Zeros", 22 Yokosuka D4Y1 "Suiseis", 3 Aichi D3A2 "Vals" and 18 Nakajima B6N2 "Tenzans".
 +* Hull (B) is fictitious; ''Taihō'' was never equipped with the 40 mm Bofors. The Japanese version of the gun had a defective fuse design which limited its effective range to ~3km.
 +* Production of the Japanese 40 mm Bofors began in late 1944; ''Taihō'' was sunk in June 1944.
 +* Development of the Yokosuka D4Y2 began in October 1944; ''Taihō'' was sunk in June 1944.
 * The A7M1 was a prototype aircraft and only two were built. * The A7M1 was a prototype aircraft and only two were built.
 * The N1K5-A designation is fictitious. The actual N1K5 only existed as a project and was intended as a high-altitude interceptor. * The N1K5-A designation is fictitious. The actual N1K5 only existed as a project and was intended as a high-altitude interceptor.
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 |HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> |HistoricalGallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery>
 File:Japanese aircraft carrier Taiho 02.jpg|Aircraft carrier ''Taihō''. File:Japanese aircraft carrier Taiho 02.jpg|Aircraft carrier ''Taihō''.
? 
 </gallery> </gallery>
  

Revision as of 01:15, 10 October 2020

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General
Research pricelevel;mark_id;mark;shortmark_id;shortMark;description_id;description;price_credit;price_gold;nation;icon;name;aa_caliber_0;aa_caliber_1;aa_caliber_2;aa_caliber_3;aa_damage;aa_defense;aa_maxDist;aaMaxdist;aa_maxDist_0;aaMaxdist0;aa_maxDist_1;aaMaxdist1;aa_maxDist_2;aaMaxdist2;aa_maxDist_3;aaMaxdist3;aa_name_0;aaName0;aa_name_1;aaName1;aa_name_2;aaName2;aa_name_3;aaName3;aa_numBarrels_0;aaNumbarrels0;aa_numBarrels_1;aaNumbarrels1;aa_numBarrels_2;aaNumbarrels2;aa_numBarrels_3;aaNumbarrels3;aa_numGuns_0;aaNumguns0;aa_numGuns_1;aaNumguns1;aa_numGuns_2;aaNumguns2;aa_numGuns_3;aaNumguns3;air_support;air_support_bombDamage_depthcharge;air_support_bombName_depthcharge;air_support_maxDist_depthcharge;air_support_numBombsOnPlane_depthcharge;air_support_numPlanesInCharge_depthcharge;air_support_numSquadrons_depthcharge;air_support_planeMaxHealth_depthcharge;air_support_planeName_depthcharge;air_support_reloadTime_depthcharge;armour_casMax;armourCasmax;armour_casMin;armourCasmin;armour_citMax;armourCitmax;armour_citMin;armourCitmin;armour_deckMax;armourDeckmax;armour_deckMin;armourDeckmin;armour_extremitiesMax;armourExtremitiesmax;armour_extremitiesMin;armourExtremitiesmin;armour_rangeMax;armourRangemax;armour_rangeMin;armourRangemin;artillery_weaponry;atba_bulletMassHE_0;atba_bulletMassHE_1;atba_bulletSpeedHE_0;atba_bulletSpeedHE_1;atba_burnProbHE_0;atba_burnProbHE_1;atba_caliber_0;atba_caliber_1;atba_damageHE_0;atba_damageHE_1;atba_maxDist;atbaMaxdist;atba_nameHE_0;atba_nameHE_1;atba_name_0;atbaName0;atba_name_1;atbaName1;atba_numBarrels_0;atba_numBarrels_1;atba_numGuns_0;atba_numGuns_1;atba_piercingHE_0;atba_piercingHE_1;atba_shotDelay_0;atba_shotDelay_1;atba_shotSpeed;atba_shotSpeed_0;atba_shotSpeed_1;battleLevelRangeMax;battleLevelRangeMin;durability;floodDamage;health;mobility;mobility_maxSpeed;mobilityMaxspeed;mobility_rudderTime;mobilityRuddertime;mobility_turningRadius;mobilityTurningradius;planes_aviation;planes_bomber_forsageRestore;planes_bomber_forsageTime;planes_bomber_hangarVolume;planes_bomber_level;planes_bomber_maxSpeed;planes_bomber_name;planes_bomber_numAttackers;planes_bomber_numInSquadron;planes_bomber_numSquadrons;planesBomberNumsquadrons;planes_bomber_planesRestoreTime;planes_bomber_speed;planes_bomber_torpedo_maxDamage;planes_bomber_torpedo_maxDist;planes_bomber_torpedo_name;planes_bomber_torpedo_speed;planes_bomber_visibility;planes_bomber_vitality;planes_dive_bomb_bulletMassHE_alt;planes_dive_bomb_bulletMass_alt;planes_dive_bomb_bulletSpeedHE_alt;planes_dive_bomb_bulletSpeed_alt;planes_dive_bomb_burnProbHE_alt;planes_dive_bomb_burnProb_alt;planes_dive_bomb_damageHE_alt;planes_dive_bomb_nameHE_alt;planes_dive_bomb_numBombsHE_alt;planes_dive_forsageRestore_alt;planes_dive_forsageTime_alt;planes_dive_hangarVolume_alt;planes_dive_level_alt;planes_dive_maxSpeed_alt;planes_dive_name_alt;planes_dive_numAttackers_alt;planes_dive_numInSquadron_alt;planes_dive_numSquadrons_alt;planes_dive_planesRestoreTime_alt;planes_dive_speed_alt;planes_dive_visibility_alt;planes_dive_vitality_alt;planes_fighter_forsageRestore_alt;planes_fighter_forsageTime_alt;planes_fighter_hangarVolume_alt;planes_fighter_level_alt;planes_fighter_maxSpeed_alt;planes_fighter_name_alt;planes_fighter_numAttackers_alt;planes_fighter_numInSquadron_alt;planes_fighter_numSquadrons_alt;planes_fighter_planesRestoreTime_alt;planes_fighter_rocket_bulletMassHE_alt;planes_fighter_rocket_bulletSpeedHE_alt;planes_fighter_rocket_burnProbHE_alt;planes_fighter_rocket_damageHE_alt;planes_fighter_rocket_nameHE_alt;planes_fighter_rocket_numBombsHE_alt;planes_fighter_speed_alt;planes_fighter_visibility_alt;planes_fighter_vitality_alt;slotsNum;visibility_detection;visibility_distByPlane;visibilityDistbyplane;visibility_distByPlane_fire;visibility_distByPlane_mg;visibility_distByShip;visibilityDistbyship;visibility_distByShip_fire;visibility_distByShip_mg;visibility_distByShip_smoke;visibility_distBySubmarine exp
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<span class="b-description-img_type b-description-img_type__<mark_unset_error>-premium"></span>
Special

[[Ship:|]] — N/A special premium Tier  N/A.

The mightiest aircraft carrier with the most advanced design, among ships of her type, built for the Imperial Japanese Navy. She featured an armored flight deck to provide protection from bomb hits. New dual-purpose artillery mounts significantly improved the ship's AA capabilities.

Modules

Compatible Upgrades

 Slot 1 
Air Groups Modification 1
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Aiming Systems Modification 0
Spotting Aircraft Modification 1
Damage Control Party Modification 1
Sonar Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Surveillance Radar Modification 1
Aircraft Engines Modification 1
Engine Room Protection
Sonar Modification 2
Damage Control System Modification 3
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Artillery Plotting Room Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Bombers Modification 1
Attack Aircraft Modification 1
Torpedo Tubes Modification 1
Aerial Torpedoes Modification 1
Dive Capacity Modification 1
Skip Bomber Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Attack Aircraft Modification 2
Torpedo Bombers Modification 2
Bombers Modification 1
Skip Bomber Modification 2
Airstrike Modification 1
Depth Charges Modification 1
Submarine Steering Gears
Air Groups Modification 3
 Slot 5 
Flight Control Modification 1
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Enhanced Engineering Systems
Reinforced Emergency Response
Upgraded Damage Control Equipment
Improved Main Battery Loading Mechanisms
Aerosol Smoke Curtain System
Master Fire Control Director
Torpedo Fire Control System
Improved Hull Concealment
Improved Main Artillery
Ship Consumables Modification 1
Squadron Consumables Modification 1
Heavier Torpedo Warheads
Additional Smoke Generators
Augmented Smoke Generators
Torpedo Tubes Modification 3
Reinforced Bulkheads
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Flight Control Modification 2
Air Groups Modification 2
Artillery Plotting Room Modification 2
Main Battery Fire Control Station
Improved Ammunition Hoists
Main Battery Director System
Improved Bridge
Enhanced Propulsion Plant
Enhanced Countermeasures
Extended Main Battery Effective Range
Torpedo Quick Reload System
Main Gun Automatic Loader
Modified External Hardpoints
Fuel Injection System
Auxiliary Armaments Modification 2
Improved Camouflage Patterns
Automated Main Battery Loading Mechanism
Forced Takeoff and Landing Equipment
ARP Main Battery Director System
Dive Capacity Modification 2
Advanced Mechanical Maintenance
Ballistic Capped Armor-Piercing Shells
Aerodynamic Torpedo Fin Stabilizers
Automated Gun and Fuel Systems
Ship-to-Shore Radio

Player Opinion


Pros:

  • Very powerful alpha strike power with torpedo bombers.
  • Much better concealment than her American counterpart.
  • AA is quite good on the second hull.

Research

This is a suggested research path:

  1. Type 9 mod. 2 or mod. 3 Flight Control
  2. Mitsubishi A7M1 fighters
  3. Aichi B7A2 torpedo bombers
  4. Aichi B7A2 dive bombers
  5. Hull (B)
Researching mod. 2 or mod. 3 Flight Control depends on the player's preference.

Optimal Configuration

Upgrades

The recommended upgrades for ' are as follows:

Upgrade Slot 3 is the 1st main choice of upgrades with '. 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 9 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 '’s multiple flight squadrons, as ' has seven separate plane squadrons to manage.

Upgrade Slot 5 offers players Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship., which stacks with Concealment Expert and camouflage to bring '’s surface detection down to a small range of 10.7 km.

Upgrade Slot 6 is the 2nd main choice of upgrades with '. Due to the common presence of multiple battleships and cruisers with very high AA power, Air Groups Modification 3: +5% Squadron speed. / +15% Aircraft HP. / -5% Aircraft preparation time. is highly recommended to make sure '’s planes will survive their trip to and from their target. If survivability isn't the player's foremost preference, Flight Control Modification 2 : +5% cruising speed. is viable, increasing the speed gap between '’s and Essex’s planes, allowing the smaller Japanese squadrons to outrun their American counterparts.

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 a useful pick for ' due to the bonus to ammunition which allows her fighters to remain airborne longer before returning to rearm.

For AA defense, ' has medium-caliber 100mm 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%. And as ' is a Tier IX carrier, the player has access to the special Japanese carrier version of Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., which lasts for two minutes and increases the ship's AA DPS by a factor of 1.75. Coupled with Basic Firing Training and Manual Fire Control for AA Armament, the player can significantly increase the ship's AA DPS to shoot down enemy planes effectively and greatly reduce the damage taken from an enemy carrier's attack.

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. ' 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.

Consumables

' 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 detectibility range.

Players who wish to spend doubloons can equip ' with Type 19 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of post-battle service, 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 (+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.).


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

Gallery

Historical Info

Historical Gallery


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