OOC - This is posted as a part of consensual rp between all parties involved. This wanted poster would pop up in Horde, Neutral and a few Alliance towns and ports. Clemency, and, or pardons for crew and officers are also to be offered for cooperation in an ongoing Lordaeronian High Command Inquiry. The ship mounts 48 guns, 24 to a side, and at time of last observance had no figurehead, no obvious name, black sails, and flew no national flag of origin.Ī reward of TWENTY FIVE THOUSAND COIN WEIGHT IN GOLD PIECES is being offered for the identification of this vessel. The vessel is in line with standards of construction expected of an antiquated but heavily modified Kul Tirisian ship of the line well predating the Island’s joining of the Alliance. A three-mast vessel with elaborate decoration composed of a skull motif with ornate brightwork along with the stern timbers. Just keep in mind that your ability to overmatch the armor of enemy ships does not make you invincible.WANTED: Information regarding the name, whereabouts, crew, ownership, and command of a vessel of the following description. In the right hands, Shikishima captains can make this ship shine in mid- to late-game, and provide valuable fire support to fellow teammates. Your hull shares the same strengths and weaknesses - you can be penetrated by AP in the stern and "cheek", and being a battleship that can virtually threaten any other ship in the game regardless of armor you will be a large target for every ship in the game. Keep in mind that you are essentially a Yamato with larger guns. If worst comes to worst then Shikishima does have a pretty good array of secondaries which can whittle down destroyers.įurthermore, with only six guns in three turrets sustained HE spam, fires, floods, and turret destruction is her worst nightmare, as a) taking out a turret decreases firepower by a third, b) having more HP is irrelevant against fire and floods.
Ideally, Shikishima should be played as the second or third ship in a formation, with cruisers and destroyers mopping up smaller targets, such as those aforementioned light cruisers and destroyers, giving you the time to focus on deleting CAs and BBs from the map. However, these 20in guns will not save you should you encounter lightly armored cruisers (such as Smolensk), as well as destroyers (which is a given), as the AP shells will simply over-penetrate their thin armor.
3) that allows for it to squeeze opportunistic salvos at fast cruisers and battleships alike, incidentally making it a great platform for hunting cruisers. Poor vertical dispersion, as well as having only six barrels means that landing shots on target from long distance will pose a challenge, but Shikishima makes up for it with a stock reload of 27 seconds (which can be further decreased with the right captain skills and mods, such as Main Battery Mod.
You should shoot AP at their broadsides, and with good ballistics, you can theoretically penetrate the citadel from any angle as the AP shells will fuse on time if you shoot through a heavily-armored bow or broadside. As a battleship, your target should be other battleships and heavy cruisers. Playstyle-wise, with only short-ranged AA, a high, poorly armored citadel, and being one of the largest ships in the game, Shikishima is not meant to be played as a brawler, or as the vanguard of a formation of ships, but with decent accuracy and outstanding sigma (even better dispersion than Yamato), as well as the largest guns of the game means that it can and will be able to fairly easily overmatch battleship- and cruiser-sized plating.