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Zuiho

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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. -->
?A small and reasonably fast aircraft carrier originally built as a submarine tender then subsequently converted into a carrier. Despite her small size, that did not allow her to carry a large air group, ''Zuiho'' was equipped with good torpedo protection and sufficiently powerful artillery for her type.+A small and reasonably fast aircraft carrier originally built as a submarine tender then subsequently converted into a carrier. Despite her small size, that did not allow her to carry a large air group, ''Zuiho'' was equipped with good torpedo protection and sufficiently powerful artillery for her type.<!-- <br><br>{{Model3DViewer|65d75d5efca54515ac10da3cc6b2d2c1}}-->
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
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 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
 The recommended upgrades for ''Zuiho'' are as follows: The recommended upgrades for ''Zuiho'' are as follows:
?*'''Slot 1''': [[Ship:Upgrades#Air_Groups_Modification.C2.A01|Air Groups Modification 1]]+The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
?*'''Slot 2''': [[Ship:Upgrades#Air_Groups_Modification.C2.A02|Air Groups Modification 2]]<nowiki>*</nowiki>+*'''Slot 1''': {{Air Groups Modification 1}}
?*'''Slot 4''': [[Ship:Upgrades#Damage_Control_System_Modification.C2.A01|Damage Control System Modification 1]]+*'''Slot 2''': {{Damage Control System Modification 1}}
 +*'''Slot 3''': {{Air Groups 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, as ''[[Bogue]]'' is capable of having up to 7 fighters in the air at once. Otherwise, the {{Flight Control Modification 1}} helps players land and launch ''{{#var:ship_name}}''`s multiple flight squadrons.
?'''Upgrade Slot 2''' can be fitted with [[Ship:Upgrades#Flight_Control_Modification.C2.A01|Flight Control Modification 1]] instead, allowing the player to experiment between focusing on either faster air strikes or fighter survivability against enemy planes.+
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?''{{#var:ship_name}}'' uses the standard IJN CV 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 useful if ''{{#var:ship_name}}'' faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.+''{{#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 useful if ''{{#var:ship_name}}'' faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.
  
 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.
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 For bomber aircraft, [[Ship:Commander#Evasive_Maneuver|Evasive Maneuvers]] 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]]. For bomber aircraft, [[Ship:Commander#Evasive_Maneuver|Evasive Maneuvers]] 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]].
  
?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, is large, 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+{{block|!!|content=As of [[Ship:Update 0.6.3|Update 0.6.3]], this carrier can no longer use the manual attack function.}}
?*As of Update 0.6.3, this carrier can no longer use manual / Alt function attack.+
?*Due to dive bombers having over 100% chance of causing fires, Demolition Expert is '''not''' a recommended skill.}}+
  
?{{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 = +| rating16 = <!-- Improved Engine Boost -->
?| Evasive Maneuver = 3+| rating17 = <!-- Incoming Fire Alert -->
 +| rating18 = <!-- Last Gasp -->
  
?| High Alert = +| 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 = +| rating28 = <!-- Last Stand -->
  
?| Survivability Expert = +| rating31 = <!-- Basics of Survivability -->
?| Basics of Survivability = +| rating32 = <!-- Survivability Expert-->
?| Torpedo Armament Expertise = 3+| rating33 = 0 <!-- Torpedo Armament Expertise-->
?| Emergency Takeoff = 2+| rating34 = <!-- Aircraft Armor -->
?| Basic Firing Training = 2+| rating35 = <!-- Basic Firing Training -->
?| Superintendent = +| rating36 = <!-- Superintendent -->
?| Demolition Expert = +| rating37 = <!-- Demolition Expert -->
?| Vigilance = +| 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 = 2+| rating45 = <!-- Advanced Firing Training -->
?| Manual Fire Control for AA Armament = +| 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 carrier at Tier V, ''{{#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 latter two signal flags are not highly recommended if the player wishes to conserve the signals 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 latter two signal flags are not highly recommended if the player wishes to conserve the signals 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 19:56, 3 July 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.

A small and reasonably fast aircraft carrier originally built as a submarine tender then subsequently converted into a carrier. Despite her small size, that did not allow her to carry a large air group, Zuiho was equipped with good torpedo protection and sufficiently powerful artillery for her type.

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

Performance

Zuiho is almost twice as fast as Bogue and has better surface concealment, but is more easily detected by aircraft. She has the speed and maneuverability to flee and evade incoming fire, but can put up surprisingly stiff resistance with her AA and secondary batteries. However, its aircraft are easily shredded, and your plane reserve only contains enough to replace each squadron once.

Pros:

  • Reasonable AA and secondary battery capabilities.
  • Good concealment, speed and maneuverability.
  • Upgraded flight control loadout gives enemy ships a real pain when played correctly.
  • Decent armor, allowing for HE shells to be negated somewhat.
  • Ship speed almost twice as fast as its American counterpart Bogue.
  • Aircraft speed is superior to any planes Bogue has access to.
  • Plane reserve holds 2 more planes than Bogue.
  • 4 squadrons compared to Bogue’s maximum of 3 squadrons , allowing for better projection of airpower across more of the map at once.
  • A fighter squadron comes with every loadout.

Cons:

  • Aircraft are easily outclassed and shot down by American fighters, have low HP and easily get knocked out by surface AA.
  • Can only deploy one squadron of fighters.
  • Planes are still very fragile, and the increasing AA is a threat to be wary of.
  • Small reserve, can only replace the entire air group once, making it very hard to play.
  • Depends heavily on allied AA.

Research

Researching the flight control first to trade a dive bomber squadron for a second torpedo squadron is a solid plan, but you can't go wrong researching things in any order on this one. Just note that the rudder shift time only improves on the "C" hull. The 5 km AA remains the same on all three hulls, while the 3 km AA increases considerably with each.

Optimal Configuration

Upgrades

The recommended upgrades for Zuiho are as follows: The recommended upgrades for ' are as follows:

Upgrade Slot 3 is the 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, as Bogue is capable of having up to 7 fighters in the air at once. 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.

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 useful if ' faces a higher tier carrier, and the bonus to ammunition allows her fighters to remain airborne longer before returning to rearm.

For AA defense, ' 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 '’​‍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 bomber aircraft, Evasive Maneuvers increases the bombers' survivability when returning to the carrier, and is especially useful when the enemy targets have activated Defensive 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. ' has a low HP pool, is large, 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.

As of Update 0.6.3, this carrier can no longer use the manual attack function.

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 chances of being detected by the enemy.

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.). However, the latter two signal flags are not highly recommended if the player wishes to conserve the signals for later tiers.


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

Gallery

Historical Info

Historical Gallery


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