Jump to content
Sign in to follow this  
HerMajestyLottaTheFirst

HerMajestys Ship Guides: Japanese Cruisers (aka How to get Zao fast)

6 comments in this topic

Recommended Posts

Players
9 posts
6,465 battles

HerMajestysShipGuide:

Japanese Cruisers Tier V-IX

 

 

June2020 version 0.9.5

Be welcome to the second of our guides. Last time we did the Russian tech tree cruisers, and as we are currently grinding our way through the Japanese for a second time, we thought why not just make a guide out of it? So here it is the guide about how we love to play the nippon fun machines.

 

 

 

“At this point we really have to talk about a thing that occurs from time to time while having fun with the MM. Often times while playing tier VII we have games in which we meet so called “fail-divisions”, divisions in which for example one player has a tier V New York and one or two others use tier IV cruisers. What happens is that the matchmaker cannot handle these squads and ends up putting them in one team so that team with normally tier V to VII ships is stuck having two tier IV instead of tier V and the other having normal tier V to VII ships. This cripples the team with the tier IV ships so much and they end up losing much of their offensive power, as a tier IV in most cases has no chance of being offensive against the tier VII that sit on the other side. This happens because the Power difference when jumping form IV to V is enormous. For example, Kuma is not a bat ship, but Furutaka is better in any point, better guns, better speed better armour, and so on. This is also the case in most other nations. So, in most cases if the “normal team” does really big mistakes, the “fail team” will end up losing.  There for we do ask you, just don’t do Tier IV/V or V/VI squads, it is for your own good.”

 

 

 

So, let us begin with the guide:

The characteristics stay the same on all ships of this tree, with only Mogami being an exception depending on the guns that are used. Therefore, we will write one guide on how we played the Ships and only make a small exception for Mogami’s gun choice.

 

All of them can get pretty decent detection range when maxed out so they are quite stealthy.

All of them are using or can use the famous Japanese 8-inch naval guns. These have decent AP which can devastate broadsiding cruisers and do good damage on broadside BBs when fired on their upper belt. The HE has high damage an incredibly good fire chance and like all 8-inches after the IFHE rework they have 34mm pen so you wont need IFHE. The range on the other hand varies a little bit as Furutaka (T V) only has 13.9km range but it gets constantly better from ship to ship until we reach the peak of 16.5 at the tier IX Ibuki. The range is enough to keep enemies at a comfortable distance while engaging or kiting away but do note that there are lot of cruisers who get much more range. Their downside is that their main guns take ages to turn which makes it mandatory to plan ahead while moving and fighting.

They have very powerful torpedoes which do much damage, are travelling at a good speed, and have longer ranges than all other cruisers. They are all able to fire torpedoes at enemies while kiting them and getting a good chance for the enemy to get into the range of the fired torpedoes as they all have a very small gap between getting detected and getting in torpedo range. Some of them are even able to stealth fire their torpedoes as them have less detection than torpedo range. However nearly all of them are only able to fire broadside and backwards so facing away from the enemy is mandatory for torpedoing.

Their AA is really crappy until you get to the tier IX Ibuki and tier X Zao they have at least okayish AA power. The fact that your AA will not stop any CV from attacking, makes it necessary to dodge their Attacks and getting a good routine at doing this.

Armor wise they do behave more like light cruisers, so there is no scenario in which you can bow tank fire from enemy BBs. However, your armour is enough to angle and bow tank cruiser AP and most of them have enough belt armour to prevent BB shells from penetrating their citadel through it while the ship is angled.

They all can move at high speeds and have good rudder shift times, but they also have turning circles that are over 700m which makes it impossible to turn in front of an enemy without giving them a good opportunity of just deleting the entire ship. Because as mentioned above, their belt armour is not enough to protect the citadel against incoming fire when not angled correctly.

 

Consumables:

From tier VI on all of them get the choice between Hydro or def AA for their first slot, while Furutaka has no choice and mounts the Hydro. Which to choose depends on your play stile. If you are really annoyed about CVs def AA at least helps to shoot down a few of their Planes although it really is no game changer for their AA. Thy hydro however while not being German is still good enough to help if you must engage a DD.

 All of them get a catapult fighter whose effect is very rng dependent. Zao gets the option to change this catapult fighter for a spotter which I really encourage you to do so.

From tier IX you get a standard cruiser heal which also helps staying afloat as long as you don’t eat citadels.

 

 

Our little Furutaka and Mogami Gun special:

These two are the only ships we get with multiple options for our main battery. For Furutaka its very simple, just get the 8 inch guns as soon as you can, the 200 guns are just crap and inferior in every aspect.

With Mogami it’s a little bit different, she can choose between the 155mm guns she had historically first, or she can use the 8-inch guns she was refitted with. We prefer the 8-inch guns, as they do have far less HE damage per minute, but they do have 34mm of HE pen. The 155mm only have 31mm He pen so in order to make them more comfortable when fighting BBs which have 32mm plating it is needed to use the IFHE skill. But this will drastically decrease the chance to set fires whereas the 8-inch guns already get a better chance of setting fires than the 155mm. Also, the longer reload on the 8-inch guns decreases the times we have to overextend when kiting away. Also the 8 inch guns turn faster than the 155mm guns and for the last point they get much better angle when firing backwards than the 155mm which again leads to more comfortable kiting.

 

 

Our play style:

The good concealment allows us to get a little bit closer than we could do with the Russian cruisers. But we don’t really push in before we have the intel on where each enemy is.

The good torpedo armament often tempts players into trying early torpedo attacks. Don’t do that. See the Torpedoes of these ships more as a bonus tool for specific situations. If an enemy follows you can set a trap with your torps. Also torps are most effective when you are unspotted. And especially with Japanese cruisers, as your limited arcs let your enemy see by your movement if you have torpedoed, therefore take your time and torp when unspotted.

If we face BBs we try to roll with our mates but are careful not to attract focus fire. In most situations kiting against enemy BBs is the easiest way to dodge incoming fire. And never forget that they can overmatch you. If you have to decide, nose in is the better option than making an open turn in front of a BB, but our aim is always not to get trapped into such situations.

When there is no BB endangering us and we get only faced by cruisers we tend to play very aggressive. If they seem to open up we fire ap but if they try to nose tank we just spam them with HE. While fighting cruisers it is always important not to overextend, as they can devastate us when doing so the same way we punish every overextension. If we have to choose between overextending to bring in the rear guns and not doing so, don’t using the rear guns is often the better option.

When we start getting focused by multiple enemies, we just stop shooting at them to get unspotted and get more distance. For this to work you need to always keep more distance to your enemy then your detection range.

In the sum we really love this ships as they reward tactical and calm gameplay and with the torpedoes always keep an ace in the backhand.

 

Our upgrade choices:

 

Tier V Furutaka:

image.png.432746add3b1dd31c8dfa358c7e8c4b2.png

 

Tier VI Aoba:

image.png.7981db8cc490e0f9e473b9d93e970f26.png

 

Tier VII Myoko:

image.png.635281d487405a5fec16e4e3a3f50866.png

 

Tier VIII Mogami:

image.png.c961ecda8ffc91136c13bb7b8030c10a.png

 

 Tier IX Ibuki:

image.png.a79db0d3c745c844bb6f41558ad9bd8c.png

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Captain Build:

This are the builds we are running across this line. Note that there is a variety of builds that can be used on this line especially for kiting/ He spam. For example preventive maintenance can also help very much. We use incoming fire alert to further support our kiting and dodging. Last stand is very important to keep mobile when kiting away even when modules are damaged. From tier IX on he superintendent is useful to get the extra heal but for the lower tears its not that useful. Survivability expert is very useful for cruisers as often times that last HP keeps us longer afloat than anyone would believe. The demo expert is very useful as it just buffs the already quite high fire chance on the 8-inch guns. Radiolocation is big help against enemies that have better concealment than us. And concealment expert is mandatory to improve the gap between detection and torpedo range.

 image.png.6a6b57daad93e6d96cdf5b1ee527e0f7.png

 

image.png.c91bdac35acdfd44ec3ce5e607074597.png

 

 

And now that you are finished, sail out and get you that Zao!

 

Yar Majesty

Share this post


Link to post
Share on other sites
Players
7 posts
7,396 battles

One huge question you didnt answer and that troubles me most with this ship: how do i handle DDs?

 

Whenever i try the "get a bit closer than other ships could" i get spotted by DDs and instantly focused down cause i cant outrun or spot it.

 

So is it just not possible to play it other than long range support except all DD are dead or on other side of map?

Share this post


Link to post
Share on other sites
[-OOF-]
Beta Tester
2,235 posts
10,661 battles

Pretty good overall. On the captain skills though there are more options.

 

- Priority target is a really powerful skill and with experience you get so much information out of it.

 

- Last stand is not bad, but not always that good of a choice. Adrenaline rush is overall a more useful skill and should IMO be picked first/after you have grabbed expert marksman.

 

- On lower tier cruisers I would go for other options than survivability expert. You get around 1000-2400 extra HP depending on tier, which just is not good enough to keep you alive. Preventive maintance, high alert and jack of all trades are better options for that. Not to mention you can pick up expert loader which does wonders on basically any ship you can afford to take it on.

  • Cool 1

Share this post


Link to post
Share on other sites
[-OOF-]
Beta Tester
2,235 posts
10,661 battles
8 hours ago, Jared_den_Brorskap_afDyr said:

One huge question you didnt answer and that troubles me most with this ship: how do i handle DDs?

 

Whenever i try the "get a bit closer than other ships could" i get spotted by DDs and instantly focused down cause i cant outrun or spot it.

 

So is it just not possible to play it other than long range support except all DD are dead or on other side of map?

What I do if I need "to get closer" to hunt DD's, the best option is to follow a freindly DD. Keep the friendly DD somewhat within your own detection range or at the edge of it, and let it spot. When your DD runs into an enemy DD you should be at 10-12 km away from it, which should be a comfortable distance for you to deal heavy damage but also have time to react and angle/dodge away.

 

If you are alone, then more things need to be ticked before you can do it. If you know that the DD might be near an area, and there are not many if any ships that can engage you, push in. If there are ships that can engage you, you have to engage them first and deal with the DD later or simply let it be.

 

The IJN cruisers are not that great DD hunters overall due to meh hydro, sluggish guns and low DPM (you can still smack DD's hard, but you might only get one chance). So unless you have spotting or it is completely alone you just have to wait to deal with it.

  • Cool 1

Share this post


Link to post
Share on other sites
[A77]
Beta Tester
50 posts
8,095 battles
On 11/18/2020 at 12:00 AM, anjlebrill said:

new player here. I've done a bit of research recently trying to decide which of the "classes" and trees I want to go down first.

 

 

 

 

192.168.100.1 192.168.1.1 jpg to pdf

Japanese CA are very simple to play. Kite. Go toward enemy, then angle away, dodge and fire. With time you will learn when to pre-emtively turn away and then be ready to shoot. You have good concealment and rear firing torps. Kite and Shoot. IGNORE THE ORIGINAL POSTER and use the 155's on the mogami. Anyone who says otherwise is a fool

  • Cool 2

Share this post


Link to post
Share on other sites
Sign in to follow this  

×