Tone
Revision as of 18:25, 13 June 2021 added reference tag | Revision as of 21:24, 13 June 2021 | |||
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|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
? | ''Tone'' is a unique class of ship being the lead ship of the Tone class. This hybrid cruiser carries main battery guns as well as armed floatplanes much like ''[[Ise]]''. The main difference is that ''Ise'' is built upon a battlecruiser hull | + | ''Tone'' is a unique class of ship being the lead ship of the Tone class. This hybrid cruiser carries main battery guns as well as armed floatplanes much like ''[[Ise]]''. The main difference is that ''Ise'' is built upon a battlecruiser hull where Tone was purpose built for this role. As such the best comparison to her is that of her Tier VIII contemporary ''[[Atago]]''. | |
? | + | ''Tone'' and ''Atago'' are both designed with 27mm bow and stern armor with 25mm running along the length of the ship. The main difference between ''Tone'' and her sisters is that her citadel sits much lower, making it harder to hit. Next her citadel isn’t the traditional flat citadel found on her counterparts but the turtleback scheme that helps redirect shells with a shallow angle of incidence (closer range) away from her citadel. Lastly ''Tone'' comes with four charges of the Repair party consumable by default which offsets the fact that at 38,900 hitpoints she has the fewest of the IJN cruisers at Tier VIII. | ||
? | ''Tone'' is capable of sailing at 37.3kts making her reasonably fast and has a 780 meter turning radius. This makes her | + | ''Tone'' is capable of sailing at 37.3kts making her reasonably fast and has a 780 meter turning radius. This makes her as fast as ''Atago'' and tighter turning by 10 meters. A major drawback is that her stock rudder shift time is 10 seconds, making her less responsive than her counterpart. This can limit her ability to “torpedo beat” or maneuver up close to threats. Of note to captains is that she is surprisingly stealthy. With a 10.1km surface detectability range she falls more or less in the middle grounds of her same tier counterparts. She does however sport the best detection radius when firing from smoke of her IJN same tier counterparts at 6.2km. Captains should be aware however that she is far more detectable by aircraft than other cruisers of the tier with an assured detection range of 6.7km. | |
? | On paper having eight of the 203mm guns that the IJN cruisers are known for isn’t anything to blink at. Aside from being down a turret compared to the other | + | On paper having eight of the 203mm guns that the IJN cruisers are known for isn’t anything to blink at. Aside from being down a turret compared to the other Tier VIII IJN cruisers the main difference is that all of her guns are mounted forward. Despite this, ''Tone'' has strong firing angles that allow her to bring most of her guns to bear on a target without showing too much side which helps maintain her limited healthpool. Highly accurate and hard hitting these guns are able to readily deal with destroyers and cruisers that find themselves exposing their sides. Combine this with a high fire chance and a decent reload she can even be a serious threat to the larger Battleships. Captains should avoid conflicts in which targets are bow on as this will limit the amount of firepower that she can bring to bear on the target. Notable is the fact that her turrets barring the number 1 turret are fully traversable but this does come at the cost of having the slowest turret traverse speed of her IJN counterparts. | |
Despite being a hybrid ship ''Tone'' does not gain any significant AA to write about. Focused around 25mm gun mounts the majority of her AA firepower does not come into play until targets are within 2.5kms and in reality this translates into very limited damage output. While her guns are more than capable of contributing to a group's AA screen she by herself will be unlikely to stop a dedicated attack against herself. | Despite being a hybrid ship ''Tone'' does not gain any significant AA to write about. Focused around 25mm gun mounts the majority of her AA firepower does not come into play until targets are within 2.5kms and in reality this translates into very limited damage output. While her guns are more than capable of contributing to a group's AA screen she by herself will be unlikely to stop a dedicated attack against herself. | |||
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Captains will enjoy knowing she has the familiar type 90 Mod 1 torpedoes standard to the IJN cruisers at this tier. With a 10km range and a 62kt running speed these torpedoes are a serious threat to any ship that is hit by them. The main distinction for ''Tone'' is that she only sports triple tubed launchers which means fewer torpedoes per side despite having the same number of launchers. Furthermore, these launchers are mounted on the rear of the ship which can cause captains to show tremendous amounts of side to bring these torpedoes to bear on targets in front of her. In light of these setbacks she does reload her torpedoes faster than her counterparts at 76 seconds base. | Captains will enjoy knowing she has the familiar type 90 Mod 1 torpedoes standard to the IJN cruisers at this tier. With a 10km range and a 62kt running speed these torpedoes are a serious threat to any ship that is hit by them. The main distinction for ''Tone'' is that she only sports triple tubed launchers which means fewer torpedoes per side despite having the same number of launchers. Furthermore, these launchers are mounted on the rear of the ship which can cause captains to show tremendous amounts of side to bring these torpedoes to bear on targets in front of her. In light of these setbacks she does reload her torpedoes faster than her counterparts at 76 seconds base. | |||
? | + | It is as a hybrid ship where ''Tone'' really stands out from her cruiser counterparts. She is equipped with M6A2 Floatplanes each armed with two torpedoes each. Captains initially have to wait for three minutes before they are able to launch any aircraft. Launched in a flight of four utilizing rocket boosters these planes are initially very quick but once the boosters run out they fall away from the aircraft. This brings the average speed down to 135 knots cruising or 155 with the regular boost feature. When attacking all of the planes in the flight engage which provides an ‘all or nothing’ aspect. Differing from the torpedoes launched from the ship these torpedoes are very slow at 35 knts so captains should get in close and lead the target to get as many onto target as possible. This is very key as at best these torpedoes only deal 2767 damage each and this is prior to torpedo protection being factored in. | ||
? | Captains should not focus on their planes for dealing the majority of their damage. Unlike in regular carriers captains do not need to worry about running out of aircraft mid battle but they do deal with a 3 minute cooldown between launches. Much like with the other hybrid ''Ise'' this countdown begins as soon as the aircraft are launched. ''Ise'' however despite having the exact same planes has slower aircraft than | + | Captains should not focus on their planes for dealing the majority of their damage. Unlike in regular carriers captains do not need to worry about running out of aircraft mid battle but they do deal with a 3 minute cooldown between launches. Much like with the other hybrid ''Ise'' this countdown begins as soon as the aircraft are launched. ''Ise'' however despite having the exact same planes has slower aircraft than ''[[Tone]]''. | |
''Tone'' is a second line ship and should not be overly aggressive and push alone. Instead captains should take their time and make use of their planes to scout where the enemy is going and provide intel. Towards the middle and end of the battle is where she shines the most. Captains would be advised to play the ''Tone'' at ranges of 10-15kms to maximize her diverse platform of weaponry. Based on her armor, kiting away from an enemy creates a smaller target for enemies to shoot and increases the chance of bounces. With her turtleback citadel shots that do connect are more likely to avoid doing max damage because of the slope of it. All the while she can return fire with her strong main battery and rely on the accuracy and high fire chance to deal with targets from afar. While kiting away it is safer and easier to bring her four torpedo launchers to bear on a target. | ''Tone'' is a second line ship and should not be overly aggressive and push alone. Instead captains should take their time and make use of their planes to scout where the enemy is going and provide intel. Towards the middle and end of the battle is where she shines the most. Captains would be advised to play the ''Tone'' at ranges of 10-15kms to maximize her diverse platform of weaponry. Based on her armor, kiting away from an enemy creates a smaller target for enemies to shoot and increases the chance of bounces. With her turtleback citadel shots that do connect are more likely to avoid doing max damage because of the slope of it. All the while she can return fire with her strong main battery and rely on the accuracy and high fire chance to deal with targets from afar. While kiting away it is safer and easier to bring her four torpedo launchers to bear on a target. | |||
? | Towards the end of the battle captains can be more aggressive with their approach. This is when captains can more safely put their ship on auto pilot to use her torpedo planes to sink low | + | Towards the end of the battle captains can be more aggressive with their approach. This is when captains can more safely put their ship on auto pilot to use her torpedo planes to sink low health enemies. Having preserved health early on, captains should hopefully have the majority of their Repair Party consumables remaining and can go blow for blow with enemy cruisers and destroyers taking care to angle in and maintain distance. | |
|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. --> | |||
? | * Four charges of repair party by default | + | * Four charges of repair party by default. | |
? | * Player controlled seaplanes with | + | * Player controlled seaplanes with torpedoes | |
* Can provide invaluable spotting | * Can provide invaluable spotting | |||
|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. --> | |||
? | * Seaplanes are fragile and deal little damage | + | * Seaplanes are fragile and deal little damage. | |
? | * Weak AA for a | + | * Rear mounted ship torpedoes make for awkward launch angles. | |
? | + | * Weak AA for a Tier VIII cruiser. | ||
? | ||||
|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
? | As a premium ship, '' | + | As a premium ship, ''{{#var:ship_name}}'' has no 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)--> | |||
|Upgrades=<!-- write text about best upgrades below --> | |Upgrades=<!-- write text about best upgrades below --> | |||
? | The recommended upgrades | + | The recommended upgrades are: | |
* '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns and torpedo tubes active and firing. | * '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns and torpedo tubes active and firing. | |||
* '''Slot 1''': {{Damage Control System Modification 1}} makes the ship more resistant to [[Ship:Fire|fires]] and [[Ship:Flooding|flooding]]. | * '''Slot 1''': {{Damage Control System Modification 1}} makes the ship more resistant to [[Ship:Fire|fires]] and [[Ship:Flooding|flooding]]. | |||
* '''Slot 3''': {{Aiming Systems Modification 1}} gives her guns more accuracy. | * '''Slot 3''': {{Aiming Systems Modification 1}} gives her guns more accuracy. | |||
* '''Slot 4''': {{Propulsion Modification 1}} allows for a faster rudder shift to dodge incoming fire. | * '''Slot 4''': {{Propulsion Modification 1}} allows for a faster rudder shift to dodge incoming fire. | |||
? | * '''Slot 5''': {{Concealment System Modification 1}} | + | * '''Slot 5''': {{Concealment System Modification 1}} | |
+ | ||||
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
+ | ||||
+ | Notice that no Aircraft skills apply to ''{{#var:ship_name}}''. | |||
{{Commander Skills 3 CR | {{Commander Skills 3 CR | |||
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| rating11 = 1 <!-- Grease the Gears --> | | rating11 = 1 <!-- Grease the Gears --> | |||
| rating12 = <!-- Swift Fish --> | | rating12 = <!-- Swift Fish --> | |||
? | | rating13 = | + | | rating13 = <!-- Consumables Specialist --> | |
| rating14 = <!-- Gun Feeder --> | | rating14 = <!-- Gun Feeder --> | |||
| rating15 = <!-- Incoming Fire Alert --> | | rating15 = <!-- Incoming Fire Alert --> | |||
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| rating22 = <!-- Fill the Tubes --> | | rating22 = <!-- Fill the Tubes --> | |||
| rating23 = <!-- Consumables Enhancements --> | | rating23 = <!-- Consumables Enhancements --> | |||
? | | rating24 = | + | | rating24 = <!-- Eye in the Sky --> | |
? | | rating25 = | + | | rating25 = 1 <!-- Priority Target --> | |
| rating26 = <!-- Expert AA Marksman --> | | rating26 = <!-- Expert AA Marksman --> | |||
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| rating42 = 2 <!-- Outnumbered --> | | rating42 = 2 <!-- Outnumbered --> | |||
| rating43 = 1 <!-- Radio Location --> | | rating43 = 1 <!-- Radio Location --> | |||
? | | rating44 = | + | | rating44 = <!-- Inertial Fuse for HE Shells --> | |
| rating45 = 2 <!-- Concealment Expert --> | | rating45 = 2 <!-- Concealment Expert --> | |||
| rating46 = 1 <!-- AA Gunner --> | | rating46 = 1 <!-- AA Gunner --> | |||
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|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
? | '' | + | ''{{#var:ship_name}}'' can equip: | |
* '''Slot 1:''' {{Damage Control Party}} | * '''Slot 1:''' {{Damage Control Party}} | |||
* '''Slot 2:''' {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}} | * '''Slot 2:''' {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}} | |||
* '''Slot 3:''' {{Repair Party}} | * '''Slot 3:''' {{Repair Party}} | |||
+ | ||||
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> | |||
Mounts the [[Ship:Camouflage#Permanent_Camouflage|Type 10-Tone]] camouflage | Mounts the [[Ship:Camouflage#Permanent_Camouflage|Type 10-Tone]] camouflage | |||
+ | ||||
|Signals=<!-- write text about best set of signals below --> | |Signals=<!-- write text about best set of signals below --> | |||
{{Signal Flags | {{Signal Flags |
Revision as of 21:24, 13 June 2021
IDS_PJGM062_203MM50_TYPE_E_RF84 х 2 pcs. |
Rate of Fire3.75 shots/min. |
Reload Time16 sec. |
Rotation Speed6 deg./sec. |
180 Degree Turn Time30 sec. |
Firing Range15.67 km. |
Maximum Dispersion132 m. |
HE Shell203 mm HE Type0 |
Maximum HE Shell Damage3,300 |
Chance of Fire on Target Caused by HE Shell17 % |
Initial HE Shell Velocity840 m./s. |
HE Shell Weight125.85 kg. |
AP Shell203 mm AP Type91 |
Maximum AP Shell Damage4,700 |
Initial AP Shell Velocity840 m./s. |
AP Shell Weight125.85 kg. |
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs. |
Firing Range6.6 km. |
Rate of Fire8 shots/min. |
Reload Time7.5 sec. |
HE Shell127 mm HE Type0 |
Maximum HE Shell Damage2,100 |
Initial HE Shell Velocity725 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
610 mm Triple4 х 3 pcs. |
Rate of Fire0.79 shots/min. |
Reload Time76 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoType90 mod. 1 |
Maximum Damage17,233 |
Torpedo Speed62 knot |
Torpedo Range9.99 km. |
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs. |
. . . Average Damage per Second40.4 |
. . . Firing Range5.01 km. |
25 mm/60 Type 96 on a single mount25 х 1 pcs. |
. . . Average Damage per Second45 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a triple mount8 х 3 pcs. |
. . . Average Damage per Second26.4 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a twin mount4 х 2 pcs. |
. . . Average Damage per Second10.8 |
. . . Firing Range2.49 km. |
Maximum Speed35.5 knot |
Turning Circle Radius780 m. |
Rudder Shift Time10 sec. |
Surface Detectability Range10.83 km. |
Air Detectability Range7.16 km. |
Tone — Japanese special premium Tier VIII cruiser.
A well-armed heavy cruiser with an unconventional arrangement of the main battery guns which were concentrated in the forward end. Her speed and torpedo armament were as good as those of preceding Japanese cruisers, while she boasted heavier armor and more efficient AA defense.
Modules
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 () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Tone | 38,900 | 16 | 175 | 4 | 4 | 25/4/8/4 | 4 | 0 | 0 |
Rate of Fire (shots/min) | Torpedo Tubes Reload Time (sec) | 180° Turn Time (sec) | Maximum Damage (HP) | Torpedo Speed (knot) | Torpedo Range (km) |
Research price (exp) |
Purchase price () | ||
---|---|---|---|---|---|---|---|---|---|
Type90 mod. 1 | 0.8 | 76 | 7.2 | 17,233 | 62 | 10 | 0 | 0 |
IDS_SHIP_PARAM_SUO_INCREASE_DIST (%) | Maximum Firing Range (km) |
Research price (exp) |
Purchase price () | ||
---|---|---|---|---|---|
Type8 mod. 1 | 0 | 0 | 0 |
Compatible Upgrades
Slot 1 |
|||||
---|---|---|---|---|---|
Slot 2 |
|||||
Slot 3 |
|||||
Slot 4 |
|||||
Slot 5 |
Player Opinion
Performance
Tone is a unique class of ship being the lead ship of the Tone class. This hybrid cruiser carries main battery guns as well as armed floatplanes much like Ise. The main difference is that Ise is built upon a battlecruiser hull where Tone was purpose built for this role. As such the best comparison to her is that of her Tier VIII contemporary Atago.
Tone and Atago are both designed with 27mm bow and stern armor with 25mm running along the length of the ship. The main difference between Tone and her sisters is that her citadel sits much lower, making it harder to hit. Next her citadel isn’t the traditional flat citadel found on her counterparts but the turtleback scheme that helps redirect shells with a shallow angle of incidence (closer range) away from her citadel. Lastly Tone comes with four charges of the Repair party consumable by default which offsets the fact that at 38,900 hitpoints she has the fewest of the IJN cruisers at Tier VIII.
Tone is capable of sailing at 37.3kts making her reasonably fast and has a 780 meter turning radius. This makes her as fast as Atago and tighter turning by 10 meters. A major drawback is that her stock rudder shift time is 10 seconds, making her less responsive than her counterpart. This can limit her ability to “torpedo beat” or maneuver up close to threats. Of note to captains is that she is surprisingly stealthy. With a 10.1km surface detectability range she falls more or less in the middle grounds of her same tier counterparts. She does however sport the best detection radius when firing from smoke of her IJN same tier counterparts at 6.2km. Captains should be aware however that she is far more detectable by aircraft than other cruisers of the tier with an assured detection range of 6.7km.
On paper having eight of the 203mm guns that the IJN cruisers are known for isn’t anything to blink at. Aside from being down a turret compared to the other Tier VIII IJN cruisers the main difference is that all of her guns are mounted forward. Despite this, Tone has strong firing angles that allow her to bring most of her guns to bear on a target without showing too much side which helps maintain her limited healthpool. Highly accurate and hard hitting these guns are able to readily deal with destroyers and cruisers that find themselves exposing their sides. Combine this with a high fire chance and a decent reload she can even be a serious threat to the larger Battleships. Captains should avoid conflicts in which targets are bow on as this will limit the amount of firepower that she can bring to bear on the target. Notable is the fact that her turrets barring the number 1 turret are fully traversable but this does come at the cost of having the slowest turret traverse speed of her IJN counterparts.
Despite being a hybrid ship Tone does not gain any significant AA to write about. Focused around 25mm gun mounts the majority of her AA firepower does not come into play until targets are within 2.5kms and in reality this translates into very limited damage output. While her guns are more than capable of contributing to a group's AA screen she by herself will be unlikely to stop a dedicated attack against herself.
Captains will enjoy knowing she has the familiar type 90 Mod 1 torpedoes standard to the IJN cruisers at this tier. With a 10km range and a 62kt running speed these torpedoes are a serious threat to any ship that is hit by them. The main distinction for Tone is that she only sports triple tubed launchers which means fewer torpedoes per side despite having the same number of launchers. Furthermore, these launchers are mounted on the rear of the ship which can cause captains to show tremendous amounts of side to bring these torpedoes to bear on targets in front of her. In light of these setbacks she does reload her torpedoes faster than her counterparts at 76 seconds base.
It is as a hybrid ship where Tone really stands out from her cruiser counterparts. She is equipped with M6A2 Floatplanes each armed with two torpedoes each. Captains initially have to wait for three minutes before they are able to launch any aircraft. Launched in a flight of four utilizing rocket boosters these planes are initially very quick but once the boosters run out they fall away from the aircraft. This brings the average speed down to 135 knots cruising or 155 with the regular boost feature. When attacking all of the planes in the flight engage which provides an ‘all or nothing’ aspect. Differing from the torpedoes launched from the ship these torpedoes are very slow at 35 knts so captains should get in close and lead the target to get as many onto target as possible. This is very key as at best these torpedoes only deal 2767 damage each and this is prior to torpedo protection being factored in.
Captains should not focus on their planes for dealing the majority of their damage. Unlike in regular carriers captains do not need to worry about running out of aircraft mid battle but they do deal with a 3 minute cooldown between launches. Much like with the other hybrid Ise this countdown begins as soon as the aircraft are launched. Ise however despite having the exact same planes has slower aircraft than Tone.
Tone is a second line ship and should not be overly aggressive and push alone. Instead captains should take their time and make use of their planes to scout where the enemy is going and provide intel. Towards the middle and end of the battle is where she shines the most. Captains would be advised to play the Tone at ranges of 10-15kms to maximize her diverse platform of weaponry. Based on her armor, kiting away from an enemy creates a smaller target for enemies to shoot and increases the chance of bounces. With her turtleback citadel shots that do connect are more likely to avoid doing max damage because of the slope of it. All the while she can return fire with her strong main battery and rely on the accuracy and high fire chance to deal with targets from afar. While kiting away it is safer and easier to bring her four torpedo launchers to bear on a target.
Towards the end of the battle captains can be more aggressive with their approach. This is when captains can more safely put their ship on auto pilot to use her torpedo planes to sink low health enemies. Having preserved health early on, captains should hopefully have the majority of their Repair Party consumables remaining and can go blow for blow with enemy cruisers and destroyers taking care to angle in and maintain distance.Pros:
- Four charges of repair party by default.
- Player controlled seaplanes with torpedoes
- Can provide invaluable spotting
Cons:
- Seaplanes are fragile and deal little damage.
- Rear mounted ship torpedoes make for awkward launch angles.
- Weak AA for a Tier VIII cruiser.
Research
Optimal Configuration
Upgrades
The recommended upgrades are:
- Slot 1: Main Armaments Modification 1 keeps the guns and torpedo tubes active and firing.
- Slot 1: Damage Control System Modification 1 makes the ship more resistant to fires and flooding.
- Slot 3: Aiming Systems Modification 1 gives her guns more accuracy.
- Slot 4: Propulsion Modification 1 allows for a faster rudder shift to dodge incoming fire.
- Slot 5: Concealment System Modification 1
Commander Skills
Notice that no Aircraft skills apply to Tone.
Recommended Commander Skills | ||||||
---|---|---|---|---|---|---|
Cost (points) |
Attack | Defense | ||||
1 |
★ |
|
|
|
|
★★ |
2 |
★★ |
|
|
|
★ |
|
3 |
★★ |
★ |
★★ |
|
|
|
4 |
★★ |
★★ |
★ |
|
★★ |
★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Tone can equip:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Repair Party
Camouflage
Mounts the Type 10-Tone camouflage
Signals
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★★★ |
★★ |
★★ |
|
★★★ |
★★★ |
★★ |
|
★ |
★★★ |
★★ |
★★★ |
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
References