Difference between revisions of "IJN Kurama"

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*Effective main armament
 
*Effective main armament
  
*Biggest secondary's armament of any ships (Bigger than some heavy cruisers main armament)
+
*Biggest secondary armament of any ships (Bigger than some heavy cruisers main armament)
  
*Secondary's have fast reload speed
+
*Secondaries have fast reload speed
  
 
*Torpedo launchers
 
*Torpedo launchers

Revision as of 10:21, 11 March 2024

IJN Kurama
jp_armoredcruiser_kurama.png
GarageImage IJN Kurama.jpg
IJN Kurama
AB RB SB
5.7 5.7 5.7
Show in game
MARKET

Description

The Kurama-class, IJN Kurama, 1920 is a gift rank V Japanese battlecruiser with a battle rating of 5.7 (AB/RB/SB). It was introduced during Update "Sons of Attila" as a reward for the 2023 Tokushu Heiki event.

General info

Survivability and armour

Armourfront / side / back
Citadel38 / 178 / 38 mm
Main fire tower229 / 152 / 229 mm
Hull25 mm (steel)
Superstructure16 mm (steel)
Number of section8
Displacement15 595 t
Crew871 people

Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.

Mobility

Speedforward / back
AB46 / 25 km/h
RB40 / 22 km/h

Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 46 25
RB/SB Stock ___ ___
Upgraded 40 22

Modifications and economy

Repair costBasic → Reference
AB17 007 → 21 360 Sl icon.png
RB22 424 → 28 164 Sl icon.png
Total cost of modifications131 200 Rp icon.png
211 500 Sl icon.png
Talisman cost1 900 Ge icon.png
Crew training105 000 Sl icon.png
Experts360 000 Sl icon.png
Aces1 400 Ge icon.png
Research Aces620 000 Rp icon.png
Reward for battleAB / RB / SB
450 / 600 / 100 % Sl icon.png
184 / 184 / 184 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
5 300 Rp icon.png
Cost:
8 500 Sl icon.png
185 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
9 900 Rp icon.png
Cost:
16 000 Sl icon.png
350 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
6 600 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
490 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
5 300 Rp icon.png
Cost:
8 500 Sl icon.png
185 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
9 900 Rp icon.png
Cost:
16 000 Sl icon.png
350 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
6 600 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods ship venting.png
Ventilation
Research:
6 600 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
490 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
490 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
5 300 Rp icon.png
Cost:
8 500 Sl icon.png
185 Ge icon.png
Mods tank ammo.png
305mm_jp_50_41st_yt_navy_apc_ammo_pack
Research:
5 300 Rp icon.png
Cost:
8 500 Sl icon.png
185 Ge icon.png
Mods tank ammo.png
203 mm Type 3 AP
Research:
5 300 Rp icon.png
Cost:
8 500 Sl icon.png
185 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
9 900 Rp icon.png
Cost:
16 000 Sl icon.png
350 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
6 600 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
6 600 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png

Armament

Primary armament

2 х Turret2 x 12-inch/45 Vickers cannon
Ammunition160 rounds
Vertical guidance-3° / 23°

Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: {{main|Weapon name (calibre)}}. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
12-inch/45 HE HE 69 69 69 69 69 69
12-inch/45 APC APC 496 432 345 278 229 172
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
12-inch/45 HE HE 825 400.06 0 0.1 37.82 79° 80° 81°
12-inch/45 APC APC 825 400.06 0.035 17 13.64 48° 63° 71°

Secondary armament

4 х Turret2 x 20 cm/45 Type 41 cannonn
Ammunition200 rounds
14 х Turret4,7-inch/40 Armstrong cannon
Ammunition150 rounds

Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control Select secondary weapon. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
200 mm Type 3 HE common HE 63 63 63 63 63 63
200 mm Type 3 APC APC 291 241 178 134 105 86
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
200 mm Type 3 HE common HE 790 115.3 0 0.1 11.25 79° 80° 81°
200 mm Type 3 APC APC 790 115.3 0.03 9 3.49 48° 63° 71°

Anti-aircraft armament

4 х Turret3-inch/40 Type 41 cannon
Ammunition150 rounds
4 х Turret8 cm/40 3rd Year Type cannon
Ammunition400 rounds
4 х Turret3 pdr QF Hotchkiss cannon
Ammunition300 rounds

An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.

Additional armament

Setup 15 x 18 inch Type 38 No.2 B torpedo

Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.

Usage in battles

The Kurama can either be the lead attacker ship or a support ship, it all depends on what you are facing. It is able to tear appart destroyers and cruisers with it's 305mm cannons. While the main cannons are reloading it can use it's secondaries to continuously bombard enemies. The best strategy for dealing with lightly armored targets at close range is to load HE in the main guns and AP on the secondaries. The Kurama's armor is not the best, therefore you should keep your distance from ships with big cannons. Don't try to rush battleships or battlecruisers as the Kurama's poor armor and mobility will get you killed very fast, keep your distance and snipe them with your main guns and bombard them with your secondaries. Keep close to teamates as the Kurama's AA defence is very poor

Pros and cons

Pros:

  • Effective main armament
  • Biggest secondary armament of any ships (Bigger than some heavy cruisers main armament)
  • Secondaries have fast reload speed
  • Torpedo launchers
  • Often underestimated because of WW1 looks


Cons:

  • Below average armor
  • Overall poor mobility
  • Secondaries turrets are easily taken out
  • Torpedo's have poor travel distance
  • Ineffective AA armament (only good for slow moving targets)


History

Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block "/History" (example: https://wiki.warthunder.com/(Ship-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Skins

See also

Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links


Yokosuka Naval Arsenal (横須賀海軍工廠)
Destroyers (DD) 
Momi-class  IJN Momi
Light Cruisers (CL) 
Mogami-class  IJN Suzuya
Heavy Cruisers (CA) 
Myōkō-class  IJN Myoko
Battlecruisers (BC) 
Kurama-class  IJN Kurama
Amagi-class  IJN Amagi
Battleships (BB) 
Fusō-class  IJN Yamashiro
Nagato-class  IJN Mutsu
Tanks  Ka-Mi · Ka-Chi · Chi-Ha LG
See also  Yokosuka Naval Air Technical Arsenal

Japan battlecruisers
Tsukuba-class  IJN Ikoma
Kurama-class  IJN Kurama
Amagi-class  IJN Amagi