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ARP Kongō

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ARP Kongō
ARP_Kongō_wows_main.jpg
Battleship | Japan | Tier V
Tech Tree Position
ARP_Kongō_icon_small.png
General
Purchase price1,500 Credits
Hit Points54,100 
Main Battery
356 mm/45 41st Year Type4 х 2 pcs.
Rate of Fireshots/min.
Reload Time30 sec.
Rotation Speed3.3 deg./sec.
180 Degree Turn Time54.55 sec.
Firing Range21.2 km.
Maximum Dispersion236 m.
HE Shell356 mm HE Type0 
Maximum HE Shell Damage5,700 
Chance of Fire on Target Caused by HE Shell25 %
Initial HE Shell Velocity805 m./s.
HE Shell Weight625 kg.
AP Shell356 mm AP Type91 
Maximum AP Shell Damage10,200 
Initial AP Shell Velocity775 m./s.
AP Shell Weight673.5 kg.
Secondary Armament #1
152 mm/50 41st Year Type14 х 1 pcs.
Firing Rangekm.
Rate of Fireshots/min.
Reload Time10 sec.
HE Shell152 mm HE Type4 
Maximum HE Shell Damage2,500 
Initial HE Shell Velocity825 m./s.
Chance of Fire on Target Caused by HE Shel%
Secondary Armament #2
127 mm/40 Type89 A14 х 2 pcs.
Firing Rangekm.
Rate of Fire12 shots/min.
Reload Timesec.
HE Shell127 mm HE Type0 
Maximum HE Shell Damage2,100 
Initial HE Shell Velocity725 m./s.
Chance of Fire on Target Caused by HE Shel%
AA Defense
13 mm/76 Type93 Twin4 х 2 pcs.
. . . Average Damage per Second
. . . Firing Range1.2 km.
13 mm/76 Type93 Quad2 х 4 pcs.
. . . Average Damage per Second5.8 
. . . Firing Range1.2 km.
25 mm/60 Type96 Twin mod. 16 х 2 pcs.
. . . Average Damage per Second16.2 
. . . Firing Range2.49 km.
127 mm/40 Type89 A14 х 2 pcs.
. . . Average Damage per Second40.4 
. . . Firing Range5.01 km.
Maneuverability
Maximum Speed30 knot
Turning Circle Radius770 m.
Rudder Shift Time14.9 sec.
Concealment
Surface Detectability Range16.2 km.
Air Detectability Range9.36 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
V
Ship_PJSB705_Kongou.png
1,500

ARP Kongō — Japanese Tier V battleship.

A Battleship of the "Fleet of Fog". Modeled after the lead ship of the Imperial Japanese Navy's Kongo-class, Kongo. As the flagship of the "First Oriental Fleet", her Mental Model "Kongō" honors the Admiralty Code above all else. She seeks to eliminate the submarine I-401, who chose to deviate from the Code. This warship has been specially designed for World of Warships, and is modeled after Kongo as she appears in "ARPEGGIO OF BLUE STEEL -ARS NOVA-".

Modules

Main Battery Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
356 mm/45 Type41254.552365,7002510,200 00
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
ARP Kongō54,10013254414/44/2/6/40 00
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type5 mod. 21021.2 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 136,000 hp30 00

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1

Player Opinion

Performance

While ARP Kongo is a great reproduction of Kongo as she appears in the anime series Arpeggio of Blue Steel -Ars Nova-, she unfortunately (and fortunately for every-ship else) does not come with the overwhelming firepower, blistering speed, submergence ability, matter destroying corrosive warheads, annihilating super-graviton cannon, and impenetrable wave force armor of Kongo in Ars Nova. In other words, in the game she is a standard Kongo, and will have to resort to intelligent tactics like any other warship to gain an upper hand.

As she performs exactly like standard Kongo(C), see the article on Kongo for her performance appraisal.

Pros:

  • All the pros of the standard Kongo.
  • Visible to other players who have enabled the "Arpeggio" filter in their ship carousel.
  • Comes with a number of free Commander Skill points (varies by region and event).
  • Special unique announcer (voiced by her voice actor from the Ars Nova series).
  • Captains can be transferred to and from other ships of IJN.

Cons:

Research

ARP Kongo comes fully upgraded, with the same upgrade slots found on Kongo and a captain which may or may not have free Commander Skill points, depending on the event and region.

Optimal Configuration

Upgrades

As this ship is basically a copy of the tech tree Kongo, the recommended upgrades are the same:

Slot 1 provides players with the first option in choosing a desired role. Typically, Main Armaments Modification 1 (-20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time.) is recommended to provide additional survivability to the main battery, but players who desire to specialize in the secondary or anti-aircraft armament should choose Auxiliary Armaments Modification 1 (+100% to secondary battery survivability. / +100% to AA mounts survivability.).

Slot 3 allows for further specialization. Generally, Aiming Systems Modification 1 (-7% to maximum dispersion of main battery shells. / +20% to torpedo tubes traverse speed. / +5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary shells.) is recommended because it reduces shell dispersion of the main and secondary armaments. To increase the effectiveness of the anti-aircraft armament, mount AA Guns Modification 1 (+2 to number of explosions produced by salvos from medium- and long-range AA defenses.). Players wishing to specialize for secondaries should mount Secondary Battery Modification 2 (+20% to secondary battery maximum firing range. /    -20% to maximum dispersion of secondary battery shells.).

Commander Skills

As this ship is basically a copy of the tech tree Kongo, the following recommended commander skills for maximum effectiveness are the same. However, as it is a copy, players can experiment with different commander skill builds.

Consumables

Just like the tech tree Kongo, players have access to the following consumables on ARP Kongo:

Again, premium Damage Control Party II and Repair Party II are recommended to maximize survivability.

Camouflage

As this is an ARP ship, ARP Kongo cannot mount camouflage.

Signals

As this ship is basically a copy of the tech tree Kongo, the following recommended signals for maximum effectiveness are the same. However, as it is a copy, players can experiment with different signals combinations.

Gallery

Historical Info

Historical Gallery


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