Kongo
Revision as of 13:21, 20 January 2017 Minor grammar improvement and clean-up. | Revision as of 22:06, 20 January 2017 minor changes | |||
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|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |||
? | * Low AA suite potency: Her AA suite will not do much against | + | * Low AA suite potency: Her AA suite will not do much against aircraft unless the enemy carrier player loiters them over her. | |
* High detection range: She is easily seen at 16km, but not much of a problem, as she can fire out to 21 km. | * High detection range: She is easily seen at 16km, but not much of a problem, as she can fire out to 21 km. | |||
* Battlecruiser armor: Her weak armor is easily penetrated by battleship shells, though it can be partially overcome with angling. | * Battlecruiser armor: Her weak armor is easily penetrated by battleship shells, though it can be partially overcome with angling. | |||
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|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
? | Players can equip the following [[Ship:Consumables|consumables]] on ''Kongo'': [[Ship:Consumables#Damage_Control_Party|Damage Control Party]], [[Ship:Consumables#Repair_Party|Repair Party]], and a | + | Players can equip the following [[Ship:Consumables|consumables]] on ''Kongo'': [[Ship:Consumables#Damage_Control_Party|Damage Control Party]], [[Ship:Consumables#Repair_Party|Repair Party]], and a [[Ship:Consumables#Spotting_Aircraft|Spotting Aircraft]]. Premium versions of these consumables can greatly improve ''Kongo's'' effectiveness in battle. | |
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> | |||
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|Signals=<!-- write text about best set of signals below --> | |Signals=<!-- write text about best set of signals below --> | |||
? | As with all battleships, ''Kongo'' comes with 8 [[Ship:Flags#Signals|signal flag]] slots. The three most important flags are India Delta, Juliet Yankee Bissotwo and India Yankee; all of which will improve your survivability. Captains wishing to improve the performance of their secondary battery should consider the addition of Mike Yankee Soxisix. | + | As with all battleships, ''Kongo'' comes with 8 [[Ship:Flags#Signals|signal flag]] slots. The three most important flags are India Delta, Juliet Yankee Bissotwo and India Yankee; all of which will improve your survivability. Captains wishing to improve the performance of their secondary battery should consider the addition of Mike Yankee Soxisix. Sierra Mike can add even more speed for those who like to go fast. | |
|Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> | |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> |
Revision as of 22:06, 20 January 2017
356 mm/45 41st Year Type in a twin turret4 х 2 pcs. |
Rate of Fire1.94 shots/min. |
Reload Time31 sec. |
Rotation Speed3 deg./sec. |
180 Degree Turn Time60 sec. |
Firing Range19.27 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 Type5 |
Maximum AP Shell Damage10,000 |
Initial AP Shell Velocity790 m./s. |
AP Shell Weight635.5 kg. |
127 mm/40 Type 89 on a Model A1 mount4 х 2 pcs. |
Firing Range4.3 km. |
Rate of Fire12 shots/min. |
Reload Time5 sec. |
HE Shell127 mm HE Type0 |
Maximum HE Shell Damage2,100 |
Initial HE Shell Velocity725 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
152 mm/50 41st Year Type on a casemate mount14 х 1 pcs. |
Firing Range4.3 km. |
Rate of Fire6 shots/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 Shell9 % |
127 mm/40 Type 89 on a Model A1 mount4 х 2 pcs. |
. . . Average Damage per Second40.4 |
. . . Firing Range5.01 km. |
13 mm/76 Type 93 on a twin mount12 х 2 pcs. |
. . . Average Damage per Second24 |
. . . Firing Range1.2 km. |
Maximum Speed24.9 knot |
Turning Circle Radius770 m. |
Rudder Shift Time17.2 sec. |
Surface Detectability Range15.71 km. |
Air Detectability Range9.36 km. |
Kongō — Japanese Tier V battleship.
When she was commissioned, Kongo was the most advanced battlecruiser in the world. She was the first among battlecruisers and battleships to be equipped with 356 mm main battery guns. Unlike previous Japanese dreadnoughts, Kongo received a thinner armor belt while her deck armor and torpedo protection were reinforced.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
Player Opinion
Performance
Pros:
- Great gun range: Reaching out to 21+ kilometers, she has the second highest range in the mid tiers after Fuso.
- Impressive speed: Kongo can reach 30 knots, allowing her to keep up with cruisers and relocate if needed.
- Decent agility: She is surprisingly maneuverable and can cover her turning circle quite quickly.
- Good gun characteristics: her guns are accurate, powerful, and have decent penetration.
- Feels like a modern battleship in a world of outdated WWI era ships.
- Has beautiful Arpeggio of Blue Steel Counterparts.
Cons:
- Low AA suite potency: Her AA suite will not do much against aircraft unless the enemy carrier player loiters them over her.
- High detection range: She is easily seen at 16km, but not much of a problem, as she can fire out to 21 km.
- Battlecruiser armor: Her weak armor is easily penetrated by battleship shells, though it can be partially overcome with angling.
- Sluggish rudder shift time: It takes a long time for her to start turning compared to USN Battleships.
- Being a mid-tier battleship, her dispersion is still somewhat high at longer range. This can be mitigated my installing Aiming System Modification 1.
Research
Optimal Configuration
Upgrades
At Tier V, Kongo only comes with three upgrade slots. For Slot 1, Main Armaments Modification 1 is a must as Kongo’s lack of armor means she her guns are often incapacitated under heavy fire. For Slot 2, Aiming Systems Modification 1 will usually be the stronger choice as Kongo`s base secondary range is only 4km, but the correct build can take this range up to 6km, so Secondary Battery Modification 2 can be viable for a secondary-focused build. For Slot 3, Damage Control System Modification 1 is, as with most battleships, the best choice, as it increases the overall survivability of this fast but fragile battlecruiser.
Commander Skills
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★ |
★★ |
|
|
|
|
★ |
|
2 |
★★ |
★★ |
★★★ |
|
|
|
★ |
|
3 |
★★ |
|
|
|
★★ |
★★★ |
|
★★ |
4 |
★ |
★★★ |
★ |
|
★★ |
|
★ |
|
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Players can equip the following consumables on Kongo: Damage Control Party, Repair Party, and a Spotting Aircraft. Premium versions of these consumables can greatly improve Kongo's effectiveness in battle.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
Signals
As with all battleships, Kongo comes with 8 signal flag slots. The three most important flags are India Delta, Juliet Yankee Bissotwo and India Yankee; all of which will improve your survivability. Captains wishing to improve the performance of their secondary battery should consider the addition of Mike Yankee Soxisix. Sierra Mike can add even more speed for those who like to go fast.Gallery
Historical Info
Historical Gallery