General Japanese Naval Forces Discussion HQ

Yeah i did it, thx → Akebono + P1Y1, had to target other Japanse destroyers (only severed but was lucky somebody finished it) and then 2 kills on people in boats not moving

Fun fact my p1y1 had its left wing and engine shot off but i survived using the EFS i didn’t have access to, if only i could “fire” the front gunner and mount his gun in fixed position or promote him to a loader.

__

Still torpedo damage is meh… 1 hit is not enough to kill a destroyer, had 2-3 dd’s tank them “head on” with basically zero damage (beyond arming distance) and you have to be lucky so someone finishes that destroyer off, but timing is very finicky… basically you have to be in a plane by the time score is at 75% or lobby becomes empty or all dd’s go extinct and then you have “banzai” the little boats from weird angles and waste a couple of minutes going through score board making sure the boat doesnt posses cosmic aa

And after all that stare at the “pixel” aiming gudie with “shitty” aim assist that always points incorrectly

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I spawn on a circle, 5 seconds later iowa shooting this exact spot and poof~

What are my options?

Carry about 360 rounds, hard rudder away and pray.

Wouldn’t be so damn bad if Yammy had her historical turning circle since she was - in fact - a fat ballerina.

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I had 300… thing is protection analysis tells me my whole “bulge” on the side of yamato is one giant long weakspot at 10km for 500mm pens… which is kinda everyone and i really don’t know what to do about it apart from spawning at the furthers possible point…

While Iowa facing me at 45* has tinyiest spots right under the first turret… and thats it… like am i missing a huge iowa weakspot or what… i only had time to face the iowa at 45d or face him head on…

Head on == Death
Broadside == huge bulge weakspot unless 15+km
Rear… not gonna talk


Like yeah guns are good and i can bully maybe almost anyone at 10-12km who is 7.7-8.0, otherwise i think up to 12km every enemy is a death sentence and the only way i could sink them is if i filled them with w’oter

Alternatively solution maybe is to eat a torpedo or two and stay at 50% buoyance


Iowa has a “weak” mm wise armor but hitting his sides is always resulting in his fuel tanks tanking all the damage… so the only spot i see is like 5m^2 square below and towards the front end below front turret

(btw how is Soyuz the fastest firing large calliber Ship while having “ammo” stowed so far from turrets… wth) the only hope with them i have is to shoot above “hull” so it hits somewhere in superstructure and kills a few ppl or makes it full of water

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Repeatedly penning Soyuz front turrets from the deck… and “fire” or “shells” don’t reach the magazines, turret heal almost instantly…

Am i crazy or do those “compartments” nullify damage when shells are hitting from above and front aspect

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Less nullify and more act like volumetric. Although destroying them should remove any protection they offer. Granted, I am speculating and someone probably has a better answer than I do.

38cms can oneshot you at 18km despite Yamato being practically impervious in real life to 38s.

Belt armor alone could block 46cms on armor belt at 20km. In warthunder, not so much.

Yeah… only after shooting and penning twice in the same place i got an ammo hit…

But how… How was it planned to do so if at 20km it will hit from top down… and there is like only 200mm~ ?

Edit

Rephrased a sentence

Edit 2

Deleted something because I clearly don’t know how to make sure I’m right before I say something.

What are you talking about, it is the same like in ballistic tables.

image

https://www.navweaps.com/Weapons/WNJAP_161-45_3ns.php

Good question, because something I read was a 3 degree angle a long time ago. Clearly I am very much wrong.

What I get for not fact checking that. Also I don’t recall a ballistics thing in warthunder either.


How does it compare to soyuz and Iowa this turn?

image
Looks tight

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Iowa was stated to have around 720m turning radius. Soyuz, by construction, was speculated to be around 940ish.

Comparatively, the Scharnhorsts and Bismarck are surmised to be about 740m in high speed turns and (in Bismarck’s case) 1000+ in low speed, requiring tugboats to adjust.

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Meanwhile, in the game he can’t do that…
He has such a huge circulation in the game that it looks terrible…

Me when I can out turn US destroyers

Honestly, this is one of the most terrifying things about Yammy and her sisters: they could more than easily out turn quite a few destroyers.

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Damn so it should be one of the best turning capital ship talk about being held back wow

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Also a fun fact: despite the torpedo protection system being tested with 400kg charges, the construction had glaring flaws as a torpedo hit ended up bending the structural beams inward to impale the hull. As well as the rivets being turned into high speed shrapnel from shearing.

Yamato had to be brought to drydock to get one such hit repaired and a plate was added to try and prevent this.

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Still i don’t quite get it…

You have a 230mm roof, at the angles shells are coming from 15-20km~ the angle with the incline of some of the roof plates would make the impact angle somewhere near 90*~ which in turn would be able to be penned by majority of high tier shells (they would have somewhere in high 240~ pen)

Shouldn’t armor be as pointy as possible upwards (like the dome on radar stealth boats) to be able to withstand high caliber AP from high angles of attack ?


Also 1000kg AP bomb is funny as i destroyed Yamato with just 2 500kg standard bombs once

Warthunder is a video game and yamato alone had hundreds of compartments that are not modeled in game.

She also had 15k tons of reserve buoyancy and she sinks like a brick in warthunder as well.

Yeah ik… but how did it even nuke it gamewise (i aimed somewhere at 320mm top hat)

Like therre is just flat plates and every critical module sits below it, i wonder if there are some spots HE rounds could exploit


Smth smth about how they can’t implement flamethrowers / beehive shells