AMAGI

Country
Japan

Class
Battleship

MMweight
8.0

Obtain Method
Tech Tree

Arena rating

PVP rating

Amagi is a fast battleship with ten 410 mm guns. The guns have sufficient caliber to overmatch all cruisers around its tier. The high caliber also means it has high penetration even when sniping BBs. The shell velocity is average, but the air drag is low so at long range the velocity isn’t significantly reduced. The accuracy is bad, which is uncharacteristic for a Japanese battleship. The damage per shell is low for 410 mm caliber.

Amagi has fast speed, but the maneuverability is bad. Amagi has big size, bad concealment, bad armor, and big citadel. The turret firing angle is bad; it has to show a lot of broadside to fire a full salvo. The AA is garbage, just like other IJN ships. This makes Amagi incredibly risky to play. Play it like a battlecruiser.

Playstyle

In a team battle, Amagi’s best position is at the back, sniping in open water. Choose a central position if you’re experienced. If not, sail to a flank and snipe there. Amagi can reach a good position quickly due to its fast speed. It has decent shell velocity that makes aiming at long range relatively easy. However, the low accuracy means most of its shells will miss. Unfortunately, getting close can make it sink quickly because of bad armor. When sniping, always angle your ship. Use speed juke to dodge incoming attacks. Learn how to speed juke. Equip artillery warning crew skill so you can dodge easier. If the enemy’s force in your flank is superior, start kiting. Use AP against cruisers, CVs, and broadsiding battleships. Use HE against everything else. The ideal fighting range is more than 14 km. Don’t push or bowtank with Amagi.

Is it worth to buy?

Amagi’s damage output is pretty low for a Japanese ship, and the survivability is also low. Amagi’s performance is higher in battles with a lot of cruisers. Amagi is a tech tree ship, which means you just have to grind it. No need to spend money.

Strengths
High caliber, fast speed, has fighter planes.
Weaknesses
Low damage per shell, bad accuracy, bad concealment, bad armor, bad turret firing angle. Bad AA. Short damage control duration.
General playstyle
Sniping, kiting
Preferred fighting range
Long range

Recommended Build

Equipment
Slot 1: adv. disaster retardant module
Slot 2: engine enhancement module
Slot 3: aiming system module
Consumables
Slot 1: elite damage control
Slot 2: elite repair
Crew Skills (after basic skill)
Captain: artillery warning – boost morale – hull protection
Gun: crack gunner – high speed aiming – burn the ship behind
Engine: quick shift – adv. quick shift – steering master
Damage control: emergency flooding – buoyancy reserve – extinguish

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