Difference between revisions of "IJN Kurama"

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== Description ==
 
== Description ==
 
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
 
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
The '''{{Specs|name}}''' (鞍馬, [[Abbreviations#.28JP.29_Naval|namesake]]: Mount Kurama), was the final vessel constructed within its class, which comprised two armoured cruisers. These ships were originally ordered for service during the Russo-Japanese War of 1904-1905. Designed to carry armament comparable to battleships and to operate alongside them despite a lower displacement, their construction was overshadowed by the prioritization of the Kawachi-class and the repair/reconstruction of ex-Russian vessels captured at Tsushima. It wasn't until 1911 that both ships were finally commissioned, by which time they were already outdated compared to the emerging battlecruiser class, offering superior speeds and armament. Following their belated commissioning, these cruisers found themselves participating in various ceremonial events. Kurama attended the Coronation of King George V and accompanied fleet review in 1914. Subsequently, during World War I, she served as an Allied vessel, safeguarding Allied merchant shipping in the South Pacific and supporting landings on German-occupied Caroline and Mariana Islands. In the 1920s, Kurama was assigned to the northern fleet, where she played a role in covering the landings of Japanese troops in Russia during the Siberian Intervention, providing support to White Russian forces. However, the fate of the Kurama-class was sealed by the Washington Naval Treaty, which mandated their scrapping.
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The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Japanese battlecruiser {{Battle-rating}}. It was introduced during [[Update "Sons of Attila"]] as a reward for the [[wt:en/news/8494-event-tokushu-heiki-assemble-and-test-an-honorable-missile-to-obtain-prizes-en|2023 Tokushu Heiki event]].
 
 
It was introduced during [[Update "Sons of Attila"]] as a reward for the [[wt:en/news/8494-event-tokushu-heiki-assemble-and-test-an-honorable-missile-to-obtain-prizes-en|2023 Tokushu Heiki event]]. As an Armoured Cruiser predating WWI, Kurama offers the firepower and speed akin to battleships, albeit with the armour profile of a heavy cruiser. Due to her age, she primarily contends with light and heavy cruisers from the WWI to WWII era. Equipped with an array of formidable guns, Kurama can effectively engage both destroyers and cruisers, with her main batteries possessing the capability to pose a threat even to battleships. This positions her best at the rear of the fleet, where she can provide support to other vessels and engage enemy ships from a distance. Despite her impressive offensive capabilities, Kurama is hindered by her slow speed and relatively weak armour. Additionally, a notable drawback is her lack of anti-aircraft defenses. Reflecting her 1920s configuration, which predates the recognition of the importance of aerial power, Kurama is outfitted with only 76 mm and 47 mm cannons for AA-defense, leaving her vulnerable to aerial attacks.
 
  
 
== General info ==
 
== General info ==
Line 59: Line 57:
 
{{main|18 inch Type 38 No.2 B (450 mm)}}
 
{{main|18 inch Type 38 No.2 B (450 mm)}}
  
Like many larger ships before and during World War I, internal torpedo tubes were installed on the ship, primarily as supplementary armament for close-range combat against enemy vessels.
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''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.''
 
 
However, these should not be utilized under normal circumstances. They are intended for use only in the event of a dire situation where engagement ranges are extremely close and other guns are inoperative, a scenario which ideally the captain of Kurama would seek to avoid. The torpedo tubes are best left empty as they are unlikely to see much use to begin with, or they could be kept in reserve in case the Kurama frequently finds itself under attack by destroyers rushing its position.
 
  
 
== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' -->
 
<!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' -->
Utilizing the Kurama effectively requires a nuanced understanding of its strengths and weaknesses. With its formidable 305 mm cannons, the Kurama excels at both leading assaults and providing support, depending on the situation at hand.
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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
  
When facing lighter targets such as destroyers and cruisers, the Kurama's main guns can devastate them with high-explosive (HE) rounds. Meanwhile, its secondaries provide continuous fire, ensuring sustained pressure on the enemy. A strategic approach involves loading HE in the main guns for maximum damage to lightly armoured foes, while reserving armour-piercing (AP) rounds for the secondaries to deal with closer-range engagements.
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=== Pros and cons ===
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<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->'''Pros:'''
  
However, the Kurama's lacklustre armour makes it vulnerable to ships with heavier armaments. To mitigate this risk, maintaining distance from battleships and battlecruisers is crucial. Attempting to rush these formidable adversaries would likely result in swift defeat due to the Kurama's poor armour and mobility. Instead, adopting a sniping approach by utilizing the main guns from a safe distance and bombarding them with secondary armaments proves more effective.
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*Effective main armament
  
Furthermore, given the Kurama's deficient anti-aircraft defense, sticking close to teammates is advisable. This allows for mutual support and protection against aerial threats, compensating for the Kurama's vulnerability in this aspect. By understanding and leveraging these tactics, players can maximize the Kurama's potential on the battlefield, ensuring its effectiveness in combat scenarios.
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*Biggest secondary armament of any ships (Bigger than some heavy cruisers main armament)
  
=== Pros and cons ===
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*Secondaries have fast reload speed
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
 
'''Pros:'''
 
  
* Effective main armament
+
*Combined usage of main and secondary armament makes for a deadly combination
* Biggest secondary armament of any ships (Bigger than some heavy cruisers main armament)
 
* Secondaries have fast reload speed
 
* Combined usage of main and secondary armament makes for a deadly combination
 
* Often underestimated because of WWI looks
 
  
'''Cons:'''
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*Often underestimated because of WW1 looks
  
* Below average armour
 
* Overall poor mobility
 
* Secondary turrets are easily taken out
 
* Slow turret traverse
 
* 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: <nowiki>https://wiki.warthunder.com/(Ship-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
=== Construction ===
 
In 1904, the temporary military budget for the Russo-Japanese War was sanctioned. By January 31, 1905, construction orders were dispatched to Yokosuka. By June 11 of that year, the Imperial Japanese Navy provisionally christened the armoured cruiser as "Kurama" (initially slated to be named Ibuki). On August 23, the construction of the armoured cruiser Kurama commenced at the Yokosuka Naval Arsenal. Then, on October 21, 1907, precisely at 3:07 p.m. (from the third slipway), the ship was launched, graced by the presence of Emperor Meiji and Empress Haruko (later Empress Dowager Shōken) at the launch ceremony. Weighing in at 6,380 British tons, Kurama smoothly entered the waters of Yokosuka, marking a successful launch. Simultaneously, the armoured cruiser was formally christened as "Kurama" and classified as a first-class cruiser (armoured cruiser). By February 28, 1911, construction was completed. Initially designed to be a fast vessel with firepower rivaling that of the Katori-class battleships, Kurama found itself outdated upon launch due to the emergence of dreadnoughts and battlecruisers. On March 1 of the same year, she was integrated into the Second Fleet.
 
  
===Usage===
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'''Cons:'''
====Pre-War====
 
;Mission to Britain
 
Immediately after being commissioned, Kurama, accompanied by the second-class cruiser Tone (a protected cruiser built in 1907), embarked to Britain under the command of Vice Admiral Hayao Shimamura. There they partook in the coronation fleet review of King George V. In late March 1911, Vice Admiral Shimamura and the crews of Kurama and Tone were granted an audience with Emperor Meiji. Setting sail on April 1 from Yokosuka, the two cruisers participated in the fleet review at Spithead on June 24. Subsequently, on either November 12 or 22, they returned to Yokosuka. By December 1, She was withdrawn from the 2nd Fleet.
 
  
;After
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*Below average armor
* Feb. 20, 1912: '''3-inch guns on top of the main gun turrets were added.'''
 
* Aug. 28, 1912: The IJN revised the classification table for naval vessels. {{Annotation|Four ships|Chikuma, Ikoma, Kurama, and Ibuki}}, including Kurama, were reclassified as '''battlecruisers'''.
 
* Dec. 1, 1912: Assigned into the 1st Fleet.
 
** Feb. 10, 1913: 1st Fleet stationed in Takao, Japanese-Taiwan conducted naval patrols in the southern Qingdao area.
 
  
====World War 1====
+
*Overall poor mobility
* Aug. 18, 1914: Assigned to the 1st Fleet, 3rd Squadron (Kongō, Hiei, Kurama, Tsukuba) - Conducted patrols in the East China Sea
 
* Aug. 23, 1914: Japan declares war on Germany, joining World War I
 
  
On September 14, the 1st Southern Expeditionary Unit was formed with Kurama as the flagship, accompanied by Tsukuba, Asama, the 16th Destroyer Flotilla (Umikaze, Yamakaze), Nankai Maru, and Enkai Maru. Departing from Futami Port on September 17, they engaged in merchant convoy protection and provided support for the landings of the German-held Mariana and Caroline Islands. They returned to Yokosuka Naval Base on January 17 of the following year.
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*Secondaries turrets are easily taken out
  
* May 4, 1915: '''Bilge keel modification was ordered to be outfitted while in service and when out combat'''
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*Slow turret traverse
* May 7, 1915: Patrols around the Yangtze River area
 
* Sep. 8, 1915: '''Bilge keel trail run after modification'''
 
* Dec. 13, 1915: Assigned to the 1st Fleet, 2nd Squadron (Kurama, Ikoma) - Subsequently assigned as flagship on the 15th
 
** Dec. 1, 1916: Removed from the 2nd Squadron
 
* Jul. 23, 1917: '''Major maintenance scheduled at Kure - Engine inspection, extension of the bilge keel and other repairs'''
 
** March 1918: Maintenance over
 
* Apr. 1, 1918: Assigned to the 3rd Fleet, 5th Squadron
 
** May 18, 1918: While out on gunnery training, Kurama hit an uncharted reef damaging her starboard bilge keel, hull rivets and a breach of 15 cm wide flooding the double bottom, emergency repairs were conducted at the Chinkai Guard District with further repairs scheduled in Sasebo.
 
** July 25, 1918: While undergoing repairs, removed from the 5th Squadron
 
* Dec. 1, 1918: Reassigned to the 3rd Fleet, 5th Squadron (Kurama, Ibuki, Mikasa)
 
  
====Siberian intervention====
+
*Ineffective AA armament (only good for slow moving targets)
The Siberian Intervention, from a Japanese perspective, was Japan's military involvement in Siberia from 1918 to 1922 during the aftermath of the Russian Revolution. Japan, along with several other Allied nations, sent troops to intervene in the Russian Civil War with the goal of securing economic and strategic interests in the region. The Japanese forces primarily aimed to safeguard the Trans-Siberian Railway, protect Japanese nationals, and counter Bolshevik influence. Despite initial successes, the intervention faced logistical challenges, diplomatic tensions, and opposition from local Bolshevik forces. Japan gradually withdrew its troops from Siberia by 1922, with the intervention ultimately having mixed results and implications for Japan's foreign policy in the region.
 
  
Kurama was assigned to support during the whole intervention and sailed along the Russian coast.
 
  
* Sep.-Oct., 1919: '''Two 40 cm signal searchlights installed at Sasebo'''
 
* Dec. 1, 1920: Removed from the 3rd Fleet, 5th Squadron - This would be the last time assigned to a fleet
 
  
====Washington Naval Treaty====
+
== History ==
In late 1921, as the political aftermath of World War I drew to a close and concerns over a potential naval arms race mounted among major powers, discussions for the Washington Naval Treaty commenced. This multilateral agreement, signed in 1922, involved key naval players such as the United States, United Kingdom, Japan, France, and Italy. Its primary objective was to curb naval armaments and forestall an escalation of military tensions by introducing disarmament ratios and limitations on specific types of warships. Among its significant provisions were caps on both the total tonnage and armaments of capital ships, along with constraints on the construction of new capital ships and aircraft carriers. Representing a concerted effort to preserve peace and stability in the aftermath of World War I, the treaty sought to diminish the naval capabilities of participating nations while advocating for arms control measures.
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<!-- ''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: <nowiki>https://wiki.warthunder.com/(Ship-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
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The Kurama was laid down on 23 august 1905 and was commissioned on 28 february 1911. She was a Ibuki class armored-cruiser which was a class of armored-cruiser meant to fight broadside with other battleships. She saw service in WW1 where she mainly acted as a support ship. She also saw service in the 1920's in the Russian civil war, where she supported the landings of Japanese troops. She was scrapped on 20'th september 1923 as a part of the Washington naval treaty agreement along with her sister ship Ibuki
The Kurama-class, like many other ships, was destined to be decommissioned in accordance with the Treaty, expelled from the naval register on September 20, 1923. Her armament was removed at the Sasebo Naval Arsenal, followed by torpedo tubes, and finally her boilers. On January 19, 1925, the hulk of Kurama was demolished and scrapped by Kobe Steel Works.
 
  
 
== Media ==
 
== Media ==

Revision as of 13:50, 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
  • Combined usage of main and secondary armament makes for a deadly combination
  • Often underestimated because of WW1 looks


Cons:

  • Below average armor
  • Overall poor mobility
  • Secondaries turrets are easily taken out
  • Slow turret traverse
  • Ineffective AA armament (only good for slow moving targets)


History

The Kurama was laid down on 23 august 1905 and was commissioned on 28 february 1911. She was a Ibuki class armored-cruiser which was a class of armored-cruiser meant to fight broadside with other battleships. She saw service in WW1 where she mainly acted as a support ship. She also saw service in the 1920's in the Russian civil war, where she supported the landings of Japanese troops. She was scrapped on 20'th september 1923 as a part of the Washington naval treaty agreement along with her sister ship Ibuki

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
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