TAKAO

Country
Japan

Class
Cruiser

MMweight
8.5

Obtain Method
Tech Tree

Arena rating

PVP rating

Takao is the successor of Myoko with better armament and large bridge structure. Takao has 5×2 203 mm guns in a similar turret configuration with Myoko. The third turret can’t fire directly forward.

Takao has good accuracy and shell velocity. It’s one of the most consistent damage dealers in its tier. Because it’s a heavy cruiser, it has sufficient penetration to fight battleships. Takao can deal massive damage over time even at long range. Takao’s shell arc is flat, so it’s hard to lob shells from behind island. Fortunately, it has good firing range. This allows Takao to fight battleships at a safer distance and dodge shells easier.

Takao has very thin armor and the firing angle is bad. It has to show a lot of broadside to fire all guns. Firing full salvo like that is only safe at long range or when the enemy isn’t shooting at it. Takao can be citadeled by battleship AP from any angle. Takao is bad for pushing but good for kiting and sniping.

Takao has fast speed, good maneuverability, and low freeboard which increase its survivability at long range fights. Takao has the excellent concealment among heavy cruisers. It’s one of the stealthiest cruiser in its tier. However, due to having bad armor, capturing base and spotting is risky. Takao has plenty of torpedoes that can help when ambushing or kiting the enemy. It’s one of the few Japanese cruisers that can launch torpedoes forward.

Playstyle

At the start of the battle, sail to a capture base, preferably at the flank. Look at the team list of the enemy while you’re sailing. If there is no ship with better concealment than you, you can capture the base and sail more forward to spot enemies. Don’t get yourself spotted before you capture the base. Remember, shooting will increase your detectability range so don’t do that unless you absolutely need to. If there’s an enemy that can outspot you (for example, a destroyer or light cruiser), don’t play too aggressively. Instead of directly going to the base, it’s better to turn around and reverse into the base instead. This way, if you suddenly get detected and shot, you can immediately sail away.

After you capture the base or if you can’t capture the base safely, find a good island to hide while still being able to lob shells. Ideally, you want to be able to lob shells to the enemy but the enemy can’t see or shoot you back. If you’re getting shot, just move closer to the island to hide or run away. Finding a suitable island can be hard because of its flat shell arc.

If there’s no such island, fight in open water at more than 14 km from enemy battleship. Angle your ship away from the enemy (kiting position). Speed juke to dodge shells. You can try this simple speed juke tactic: sail at 1/4 speed when the enemy isn’t shooting, accelerate to full speed when the enemy shoots at you, reverse if the enemy shoots in front of your ship. Turn your ship to increase its effectiveness. If the enemy is chasing you, drop your torpedoes too. Don’t show broadside and don’t bowtank the enemy. If your HP is low, just run away and stop shooting. Once you get out of your basic detection range, you won’t be spotted anymore.

To maximize your effectiveness, try to create a crossfire with your teammates. If your teammate is tanking, you sail to the side of the enemy ship and shoot at their broadside.

Takao can be used to ambush an enemy. This move is very risky and requires more practice. Ideally, the enemy is bowtanking, not maneuvering, and is currently taking cover from behind an island. Use the same island to hide yourself as you move closer. Quietly approach the enemy that’s on the other side of the island. If possible, try to not get spotted. The plan is to torpedo the enemy at point blank range. There are two strategies:

  1. After you clear the island, drop your torpedoes to the enemy, turn around, then sail away. Immediately sail at full speed, turn your ship to the left and right to dodge shells. If you’re already at 14 km or more, start kiting and speed juke as usual. This strategy is less risky but the enemy has more time to dodge the torpedoes.
  2. The second strategy is to rush the enemy, while keeping your bow angled towards the enemy (remember, don’t point your bow directly ahead). Turn your ship to the left and right regularly to throw off the enemy’s aim. When the enemy is very close (less than 2 km), drop your torpedoes (preferably from the side of the enemy). This strategy has much higher success rate because the enemy can’t dodge your torpedoes. However, you might get sunk before you launched your torpedoes. It’s a high risk – high reward strategy.

In a DD battle, Takao can’t play too aggressively. However, it’s a great support to help ally DD due to having good concealment. To do this, you must have artillery warning crew skill at least. Sail to the same area as your DD and if possible find an island that can shield you from enemy battleship. Let the DD spot the enemy and capture the base while you stay a bit behind to not get spotted. Load HE ammunition. If the enemy DD is spotted, shoot at it. Takao’s high accuracy and high velocity guns are extremely deadly against DDs especially within 11 km range. Always beware of enemy battleship when you’re shooting. If you’re getting shot (the artillery warning skill will warn you), immediately change your speed and direction. Speed juke as mentioned above. If the enemy DD is retreating and you can’t hit it anymore, reposition yourself and follow your DD. If all enemy DDs have been sunk and your ally DD is alive, your team is almost guaranteed to win.

In a CV battle, always stay close to allied ships (especially BBs and CV) so you can protect each other with overlapping AA. You have fast shell velocity, so you don’t need to get close to the enemy anyway.

Is it worth to buy?

Takao is a strong and reliable sniper. Depending on the situation, it can also become a budget destroyer. A creative Takao player is a wild card that can counter many ships. However, the bad armor makes it very risky to be played by inexperienced players especially in PVP.

Takao is a tech tree ship. If you want to get it, you just have to grind it. No need to spend money. It’s worth to grind if you have enough experience playing cruisers. It’s not recommended for new players, but in the hands of experienced players can be really good.

Strengths
High shell velocity, good accuracy, good range, fast speed, good maneuverability, good concealment, has torpedoes, low freeboard, has fighter planes
Weaknesses
Bad armor, bad turret firing angle, bad AA
Consumables
Elite DC, elite repair (3 charges), anti-air barrage (4 charges)
General playstyle
Kiting, flanking, sniping, ambushing
Role/specialty
Spotter, damage dealer, site capturer
Preferred enemy target
Cruiser, BB, DD

Recommended Build

Equipment
Slot 1: adv. disaster retardant module
Slot 2: engine enhancement module
Slot 3: cruiser aiming system module
Consumables
Slot 1: elite damage control
Slot 2: elite repair
Slot 3: elite anti-air barrage
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 – noise reduction – adv. quick shift – steering master
Damage control: buoyancy reserve – emergency flooding – extinguish
Torpedo: engine maintenance – excess charge – weak point attack

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