WTP-Destroyers Part 1 Overview-014

Published: Aug. 14, 2017, 5 a.m.

b'Welcome to the Warship Tactics Podcast \\nEpisode 014\\nDestroyers Part 1 Overview\\nI\\u2019m Your host Maddminister\\nIn the Warship Tactics Podcast I discuss tactics and tips to help you improve your World of Warships game play\\nNow let\\u2019s jump into the action\\nImperial Japanese Navy Destroyers, pure torpedo boats\\nJapanese destroyers want to stay hidden all the time to make use of the torpedo systems they have. Gun power in the main tech tree line is weak, slow turret traverse and slow re-load times make using the guns risky in a lot of situations. Normally it\\u2019s better to hold fire and stay concealed as Japanese smoke is below average in duration and number of charges available. The torpedoes have the highest damage output at every tier, they also have the longest ranges. Torpedoes are the focus for the Japanese main destroyer line. The down side to IJN torpedoes is the bad detection range, alert enemy captains will have plenty of time to dodge incoming salvos. At tier 5 the IJN destroyer line splits and introduces more gun focused ships. The gun boats get fewer torpedoes with longer re-load times, but have a better Torpedo Reload Booster consumable. \\nLet\\u2019s go over the tier 5 split into the gun boat style destroyers.\\nKey for a gun boat destroyer is maneuverability, speed, turret travers and re-load time. The IJN gun boats are somewhat lacking in these categories.\\nThe Minekaze has good detection range and very good speed at this tier (39 knots) the guns are lackluster. 4x120mm guns with 8.1km range, 30 second turret travers and over 10 second re-load is nothing to write home about. It\\u2019s tier 5, you won\\u2019t be in this ship long.\\nThe Hatsuharu at tier 6 suffers the same problems as the Minekaze. Slow turret travers and re-load times. They do have good initial shell velocity of 915 meters per second, making it easy to hit targets at max range. 36.5 knots with a 3.4 second rudder shift time is good making dodging and weaving to avoid incoming fire. You will not be able to keep your guns on target when dancing, so avoid knife fights at all cost.\\nThe Shiratsuyu at tier 7 is another lackluster gun boat based on gun stats. In the maneuverability department, its decent at 35.7 knots and 2.5 second rudder shift time you can bob and weave when needed. The 27.6 second turret travers speed will keep you from wining most knife fights. The 10 km torpedoes in 2x4 launchers paired with the Torpedo Reload Booster make this a good torpedo boat. I have fun in this ship, but it takes some work and you need to stay on top of the cool down on the reload booster to get the most out of it.\\nThe Akizuki fits the hybrid gun boat mold better than the previous 3 ships. Problem is the slow speed of 33 knots and average rudder shift time of 6.5 seconds make this ship hard to take into close range battle. The guns have a 3 second reload which fits the gun fighter mold, but 100mm guns make it hard to score consistent damage. You must fully understand how and what to shoot to make these guns perform. This is the ship that got hit the hardest when stealth firing was removed, IMO, anyway.\\nIn the torpedo line, I will only go over 1 ship, the Shimakaze. It\\u2019s the reason you will grind this line of ships. Slender boat that does 39 knots with a 3 second rudder shift time makes it very slippery. The guns although slow turning and loading are surprisingly effective when used at the proper times. But the Shimakaze is all about the torpedoes. 3 sets of 5 each give you that famous wall of torpedoes that players still rage about. Shimakaze torpedoes hit like a freight train. You get 3 different sets to choose from, the stock type 93\\u2019s, type 93 mod 3\\u2019s and type F3. Don\\u2019t use the type 93\\u2019s, sure 20 km range looks good on paper but you will get better results using the type 93 mod 3\\u2019s. The F3\\u2019s are fast but the short range make them very situational. You can and should contest capture points in the Shimakaze,'