Myogi game.
"Time to play Worst Battleship again!" The Myogi, previously known as Masamune (before we set Wargaming on fire for failing to follow proper battleship naming for Japan; then it was known as something else for awhile before we got the current name), combines high speed with poor rudder response for an experience that's sure to run you aground. Combine this with only three turrets of two guns and it's pretty easy to see why the B-40 and B-41 designs it's based on were rejected in favor of contracting Vickers to design the Kongo.
Still, they are 14" guns. You can outrange a fair number of things in low tiers with that, and play Yakety Sax at your unfortunate opponents while you lob 14" HE over the stern from two turrets and make with the classic naval maneuver at 31 knots.
This is not a low-tier match. Initial opposition on my flank consists of a Clevelands, two Nicholas (Destroyer Leader 1919 project), and a Kongo. To assist, I have a single Kuma. My initial salvos are direct at a Nicholas who's getting too frisky, and my initial maneuvers are to keep long-range torpedo salvos from killing me. The Kuma, with his more rapid-fire guns, is a godsend for holding the destroyers at bay. He kills one of the Nicholas before the Kongo emerges from behind an island and takes him by surprise; he gets off one of his torp launchers before eating a full salvo of 14" HE.
I have no idea where the second Nicholas has gotten to, and I'm reloading AP after firing a salvo at the Cleveland just to assure him he's not being ignored. Fortunately his salvos are very poorly aimed or I'm pretty sure he'd have buried me by that point. At this stage the friendly carriers choose to intervening, dispatching a suicidal wave of torpedo aircraft to go after the Cleveland. Considering they're Tier IV T4Ms, they're mostly executed by the Cleveland's AA.
I target the Kongo, pretty sure I'm going to lose this fight as his turrets turn towards me, and let fly with six 14" AP rounds.
One round goes into the roof of each of his forward turrets at a nearly vertical angle.
The Kongo blows up.
I sit, staring in confusion, for a few moments, before it sinks in I just blasted his forward magazines. Then I retarget on the Cleveland and get a few good hits with an AP salvo, causing him to turn away and make with the classic naval maneuver. A hostile Fuso emerges from the smokescreen set by what I assume is that missing Nicholas. If the Kongo was better than a Myogi in every way, the Fuso is slower, but it's still more responsive to rudder commands than I am and he has six twin 14" to my three. A friendly Fuso has also appeared.
The friendly Fuso immediately blows apart when fired at, also magazine hit. My first salvo goes out, with four shells clustering around the base of the enemy Fuso's stack. His stack immediately starts emitting flames; he's engine-hit. His return salvo causes two different fires, knocks out my forward turret permanently and wrecks my steering gear, and takes off about half my health. Rapid application of damage-control extingushes the flames and gets the rudder working again as I desperately come about to reduce my target area by putting my stern to him.
Another four 14" AP go out. With laserlike precision, all four go into the Fuso's forward amidships turret; mount Q, in the Royal Navy parlance. Two strike the turret face that I can see; two others seem to go further back, though I'm not sure. The ribbons pop up, informing me what just happened: critical hit, four citadel hits; maximum damage each. The Fuso snaps in half as his amidships magazines detonate.
I am never calling the Myogi "Worst Battleship" again.