Yamato
460 mm/45 Type 94 in a triple turret3 х 3 pcs. |
Rate of Fire2 shots/min. |
Reload Time30 sec. |
Rotation Speed3 deg./sec. |
180 Degree Turn Time60 sec. |
Firing Range26.63 km. |
Maximum Dispersion275 m. |
HE Shell460 mm HE Type0 |
Maximum HE Shell Damage7,300 |
Chance of Fire on Target Caused by HE Shell35 % |
Initial HE Shell Velocity805 m./s. |
HE Shell Weight1360 kg. |
AP Shell460 mm AP/APC Type91 |
Maximum AP Shell Damage14,800 |
Initial AP Shell Velocity780 m./s. |
AP Shell Weight1460 kg. |
127 mm/40 Type 89 on a Model A1 Mod.3 mount6 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire10 shots/min. |
Reload Time6 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 % |
127 mm/40 Type 89 on a Model A1 mount6 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire12 shots/min. |
Reload Time5 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 % |
155 mm/60 3rd Year Type in a triple turret2 х 3 pcs. |
Firing Range7.3 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 % |
127 mm/40 Type 89 on a Model A1 Mod.3 mount6 х 2 pcs. |
. . . Average Damage per Second60.6 |
. . . Firing Range5.01 km. |
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 triple mount4 х 3 pcs. |
. . . Average Damage per Second13.2 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a triple mount24 х 3 pcs. |
. . . Average Damage per Second79.2 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a triple mount16 х 3 pcs. |
. . . Average Damage per Second52.8 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a single mount6 х 1 pcs. |
. . . Average Damage per Second10.8 |
. . . 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. |
13 mm/76 Type 93 on a twin mount2 х 2 pcs. |
. . . Average Damage per Second4 |
. . . Firing Range1.2 km. |
Maximum Speed27 knot |
Turning Circle Radius900 m. |
Rudder Shift Time22.1 sec. |
Surface Detectability Range17.46 km. |
Air Detectability Range12.79 km. |
Yamato — Japanese Tier X battleship.
The biggest warship of World War II and the world's largest battleship. Yamato was designed around the idea that an individual ship could have superiority over any battleship of a potential enemy. Her main guns had overwhelming firepower. The ship maintained a very high level of survivability due to reliable armor and robust torpedo protection. Yamato’s AA capabilities were highly efficient due to carrying numerous AA artillery guns.
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
The pinnacle of all Japanese battleship design philosophy and possibly of the entire world, Yamato gains its place as the most solid battleship at her tier. She has the second largest hit points of any ship in the game at a staggering 97200 next to Großer Kurfürst’s 105k and her guns have the highest citadel hit damage of any round in the game, at 14800 HP per citadel hit. The AA suite aboard matches her size and potency, with nearly 150 25mm AA barrels (in real life, 162 25mm AA barrels in latest upgrade). With a turning radius of 800m and a top speed of 27.2 kts, she is also surprisingly maneuverable despite her large size, but with a long rudder shift time and extremely slow turret traverse, one must plan all actions in advance, or risk being caught off-guard and unable to react. The guns, while accurate, are very unforgiving, with a 30 second reload stock, which can be decreased to just under 27 seconds at the expense of further reducing its abysmal turret traverse further by using a piece of equipment. Being one of the biggest ships in the game, Yamato is constantly targeted by Aircraft Carriers, and despite the numerous AA guns, high tier carriers can still get planes through, so it is advised to stay near ships that have solid AA suites such as cruisers for an AA "aegis" to be created. In addition, even though your armor is the most solid in the game you should still try to angle your ship as sometimes shells may have a chance to hit home and deal glaring damage. Keep in mind that her citadel can easily be hit if the enemy manages to penetrate your armor.
Pros:
- Unrivaled main battery guns that can even penetrate other battleships at close range when they're bow on.
- Extremely good dispersion, but landing hits on targets beyond beyond 18km is still challenging.
- Second largest health pool and heaviest armor in the game.
- Large quantity of secondaries can easily kill a destroyer at very close range.
- Surprisingly good agility for its size.
- Impressive torpedo bulge as long as torpedoes hit her torpedo belt.
- Longest main battery stock range in the game.
- Insane turret armor that deflects most things other then tier X BB shells at point blank.
- No ship is safe when facing Yamato's guns, even Yamato itself; they are so big that they can even score cidadel hits on bow-on ships (due to overmatching rule)!
- Firing from a distance of over 20 km will form an immunity zone that helps deflects AP shell effectively, but don't expect to score hits against enemy reliably.
Cons:
- Extremely large size but still smaller than Izumo and Großer Kurfürst.
- Very high notoriety and potential danger makes her a priority target for the enemy team.
- Extremely slow turret traverse rate of 72 seconds for traversing 180 degrees.
- Poor shell velocity of the main battery makes it difficult to hit distant targets.
- Long rudder shift time.
- The huge majority of her AA defenses are short range, rendering her defenseless against planes before they drop their payloads. Her 127mm guns have underwhelming AA damage output.
- Despite her citadel being well armored, its large size and hexagonal shape means she is still very vulnerable to any sorts of citadel damage from any angle
Research
Optimal Configuration
Upgrades
Yamato`s strengths lie in her immensely powerful main guns and fearsome secondaries. The two most popular builds for Yamato focus on improving the capabilities of her already powerful main guns, and to amp up the power of her secondaries.
Main Gun Build: To improve Yamato`s main gun performance, Main Armaments Modification 1 is recommended to reduce the likelihood of her turrets being knocked out, with Aiming Systems Modification 1 in slot 2 to increase their accuracy. Main Battery Modification 2 can be viable as Yamato's turrets can be painfully slow, but this sacrifices precious reload speed. For slot 3,Main Battery Modification 3 instead sacrifices turret traverse speed for an improved rate of fire, allowing her to fire - and theoretically hit - enemy ships more often. Gun Fire Control System Modification 2 isn't really necessary, as Yamato already have the highest base gun range in the game.
Secondary Build: To amp up Yamato`s fearsome secondaries even further, , Auxiliary Armaments Modification 1 is a must to greatly improve the surviveability of your secondaries, Secondary Battery Modification 2 to greatly increase the range of her secondaries (as by now they should be at a range of 8.4km, Advanced Firing Training will take this above to 10.1km) which also decreases their dispersion by 20%, and finally Secondary Battery Modification 3 to improve the rate of fire of her secondaries.
For her other three slots, Damage Control System Modification 1 is almost a must for slot 4, as Yamato`s engines and steering will almost never be incapacitated, and she'll have to deal with fires and flooding more often. For slot 5, all three choices of Damage Control System Modification 2 to reduce the duration of fires and flooding, Steering Gears Modification 2 to increase Yamato's sluggish rudder speed, or Propulsion Modification 2 to improve her propulsion to maximum speed, are viable options and depend on her Captain's personal playstyle. Finally, Target Acquisition System Modification 1 is a good choice to increase her acquisition radius of torpedoes, which can be almost impossible to dodge if not spotted as soon as possible. While Concealment System Modification 1 can be useful, once she's fired her guns Yamato can be spotted from over 30km away, making concealment redundant.
Commander Skills
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★ |
★★★ |
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2 |
★★ |
★★ |
★★★ |
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★★ |
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3 |
★★ |
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★ |
★★★ |
Χ |
★★ |
4 |
★ |
★★★ |
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★★ |
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★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Players can equip the following consumables on Yamato: Damage Control Party, Repair Party, and a choice between Spotting Aircraft and Catapult Fighter. It is strongly recommended to take the Premium versions of Damage Control Party and Repair Party to maximise surviveability.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
Players who wish to spend doubloons can equip Yamato with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, increases her credit earnings, and increases the amount of experience she earns.
Signals
As with all battleships, Yamato comes with 8 signal flag slots. The three most important flags are India Delta, Juliet Yankee Bissotwo and India Yankee; all of which will improve your surviveability. If the captain goes with the Secondary Build, the addition of Mike Yankee Soxisix will further improve the performance of Yamato`s secondaries.
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
Video