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Cossack

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Cossack
Cossack_wows_main.jpg
Destroyer | U.K. | Tier VIII
Tech Tree Position
Cossack_icon_small.png
General
Purchase priceSpecial Doubloons
Hit Points15,200 
Main Battery
120 mm/45 Mk.IX on a CPXIX mount4 х 2 pcs.
Rate of Fire12 shots/min.
Reload Timesec.
Rotation Speed20 deg./sec.
180 Degree Turn Timesec.
Firing Range11.89 km.
Maximum Dispersion104 m.
HE Shell120 mm HE 
Maximum HE Shell Damage1,700 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity808 m./s.
HE Shell Weight22.68 kg.
AP Shell120 mm AP 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity808 m./s.
AP Shell Weight22.68 kg.
Torpedo Tubes
533 mm QR Mk II1 х 4 pcs.
Rate of Fire0.91 shots/min.
Reload Time66 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IXM 
Maximum Damage16,767 
Torpedo Speed62 knot
Torpedo Range9.99 km.
AA Defense
40 mm/39 Vickers QF Mk.VIII on a Mk.VII mount1 х 4 pcs.
. . . Average Damage per Second12.9 
. . . Firing Range2.49 km.
12.7 mm Mk.III2 х 4 pcs.
. . . Average Damage per Second4.2 
. . . Firing Range1.2 km.
Maneuverability
Maximum Speed36 knot
Turning Circle Radius610 m.
Rudder Shift Time3.6 sec.
Concealment
Surface Detectability Range6.76 km.
Air Detectability Range3.12 km.
Battle Levels
12345678910
Wows_anno_flag_uk.png
VIII
Ship_PBSD517_Cossack.png
Special

Cossack — British special premium Tier VIII destroyer.

One of the renowned Tribal-class destroyers with an emphasis on gunnery over torpedo warfare. During World War II, the ship's AA defenses were reinforced at the cost of one main gun mount.

Cossack was first released for sale in late September 2018.

Modules

Main Battery Guns 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)
120 mm/45 Mk.IX on a CPXIX mount1291041,70082,100 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)
Cossack15,20062042/11 00
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
533 mm Mk IXM0.9667.216,7666210 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk VIII mod. 10 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 44,000 hp36 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1

Player Opinion

Performance

Warning: The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Tier VIII Premium Cossack is a comfortable blend of firepower and concealment. Captains will notice many similarities between Cossack and Tier VII Premium Commonwealth destroyer Haida. Her performance is very similar and she shares many of the same strength and weaknesses as her sister ship. The most obvious difference between the two ships if the number of main battery rifles, with Cossack bringing an extra pair of them to the fight.

The guns on Cossack are plentiful and provide the ship with excellent firepower, although captains will note the firing angles on the 'Y' turret are quite poor; Cossack must expose a lot of her profile in order to bring all four turrets into a fight. However, when she does manage to get all her guns firing, she boasts an impressive damage rate with her HE shells (complimented by a base fire chance of 8%). This presents Cossack with almost unrivaled gun power for her tier, capable of quickly dispatching of destroyers that get caught out by her good concealment.

Cossack’s Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. provides her with a quick smoke screen which will allow her to bring her guns into play before before she is forced to move on by the relatively short duration of her smoke. This does, however, promote usage of her smoke primarily for defensive play, as she is able to deploy it to quickly break line of sight with pursuing enemy ships. Captains of Cossack will find that because of the relatively short smoke duration they are forced to re-position frequently, but her excellent concealment blends well with this.

Cossack also gains access to a Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.; however, she trades most of its offensive usability for defensive flexibility. Despite being very short-ranged (only 3.0 km), it provides plenty of forewarning about hostile torpedoes. The long duration of this consumable helps to ensure Cossack captains are almost never caught out by hostile torpedoes, able to keep themselves safe during prolonged confrontations. Captains may also opt to use her hydro in a more aggressive manner by pushing close to enemy smoke screens that may have destroyers lurking within, but the short range of her hydro makes doing so a fairly risky play. However, the Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. is less than ideal for this task as it falls short on spotting range when compared to that of other destroyers at her tier, such as German Z-23 or Pan-Asian Loyang.

Another of Cossack’s key strengths is her excellent concealment. Her low base detection range allows her to deal with enemy destroyers while providing her with the flexibility to control an engagement, choosing when and where to open fire. Her concealment provides her with a buffer zone against other destroyers, allowing Cossack to evade ships which outgun her, while outgunning ships which out-spot her. Her smoke screen benefits her when used to enable such a play style, allowing her to break detection and disengage if required.

Things are not all smooth sailing for Cossack though, and she has a few glaring weaknesses. Her foremost issue is her torpedoes, which — although good — are lacking in quantity, as she mounts only a single quadruple-tube launcher. On top of this, the restrictive gun angles of her main battery can also limit the true effectiveness of her guns during close quarter duels. This, when combined with her relatively small health pool can make close quarter duels a somewhat risky business. Lastly, her anti-aircraft defenses are inadequate even for self-defense, so captains must fall back to their team for defense against enemy air attacks.

Captains of Cossack will find the most success using her concealment to sneak upon unsuspecting destroyers and from here pushing into a knife fight to secure the kill. This will allow her to ensure her guns land as many hits as possible, using a mix of her single launch torpedoes and high DPM main battery. Careful and calculated usage of her Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. will allow captains to effectively fight or flee from any enemy ships will allow Cossack to best perform her role as a defensive scout, providing spotting for the team and probing around caps while remaining close to friendly ships to deter attacks from hostile destroyers.

Pros:

  • Eight main guns in four twin turrets with good rate of fire and very quick turret traverse
  • Good torpedo damage, range and reload speed
  • Excellent concealment, as low as 5.5km with all the relevant upgrades
  • Access to a long lasting Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumable
  • The Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. consumable has many charges and reloads quickly

Cons:

  • The rearmost turret has very bad firing angles
  • Only a single quadruple torpedo launcher with bad firing angles
  • Virtually useless AA suite, very vulnerable to planes
  • Smoke from Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. disperses very quickly
  • The Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumable has a very short detection range

Research

As a Premium ship, Cossack doesn't have any upgrades to research.

Optimal Configuration

Upgrades

The recommended upgrades for Cossack are as follows:


Also for Slot 2 the Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. special upgrade provides a 20% (36 second) action time boost to Hydro. And the Engine Boost Modification 1 Increases the action time of the Engine Boost and Emergency Engine Power consumables.: +50% action time. special upgrade provides a 30% (36 second) action time boost to Engine Boost. Both are viable and may match your play style better than the alternatives.

Commander Skills

Key skills for Cossack commanders include Last Stand and Concealment Expert.

Consumables

Cossack equips the following consumables:

Camouflage

As a premium ship, Cossack comes with Default permanent camouflage and a set of permanent combat bonuses.

Signals

Cossack captains should mount standard signal flags to improve the ship's performance in battle. Sierra Mike (+5% to the ship's maximum speed.) signal flags are highly recommended to increase the ship's top speed. Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) flags can be mounted to improve the ship's main battery fire chance. November Foxtrot (-5% reload time on all consumables.) is also recommended to reduce consumable cooldown timers.


Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery

References

  1. 1.0 1.1 Originally released with standard RN Smoke and Hydro.


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.7.7.

Testing Changes

  • December 16, 2017:
    • Preliminary characteristics.
  • February 3, 2018:
    • Torpedoes changed to Mark IXM with the following characteristics:
      • 96 seconds reload.
      • 7.2 seconds 180 degree turn time.
      • Maximum damage increased from 15,867 to 16,766.
      • Speed increased from 61 knots to 62 knots.
      • Range increased from 8km to 10km.
    • Torpedo launcher wide angle reduced from 16 degrees to 6 degrees.
    • Ship detectability by sea reduced from 6.84km to 6.49km.
    • Hydroacoustic Search consumable added with the following characteristics:
      • 2.79km torpedo detection range.
      • 3.21km ship detection range .
      • 180 seconds cooldown, 120 seconds cooldown with premium consumable.
      • 2 charges stock, 3 charges stock with premium consumable.
  • March 30, 2018:
    • A fourth main battery turret was added in place of the lone secondary battery. All other characteristics remained the same.
  • May 23, 2018:
    • The Smoke Generator consumable's stats were adjusted to the following:
      • 90 s emission time, 10 s action time, 240 s cooldown, 2 charges. 160 s cooldown and 3 charge for the premium consumable.
    • HE shell maximum damage was increased from 1,700 to 1,900.
    • Chance of setting a fire was reduced from 8% to 5%.
    • Torpedo range was decreased from 10 to 8 km.
    • Torpedo detectability range was increased from 1.3 to 1.4 km.
    • Increased the firing arcs of the third main battery turret.
    • Detectability after firing main guns in smoke was reduced by 120 m.
  • June 6, 2018:
    • Tier was raised from VII to VIII.
    • Hit points were increased from 14,800 to 15,200.
    • Characteristics of the Smoke Generator consumable were adjusted to be similar to Edinburgh:
      • Action time was changed to 15 s.
      • Dispersion time was changed to 106 s.
      • Reload time was changed to 240 s (160 s).
      • Number of charges changed to 2 (3).
  • June 14, 2018:
    • HE shell damage was decreased from1,900 to 1,700.
    • Chance to cause a fire was increased from 5% to 8%.
    • Torpedo range was increased from 8 to 10 km.
    • Torpedo detectability was decreased from 1.4 to 1.3 km.
  • July 10, 2018:
    • Surface detectability range was increased from 6.49 to 6.97 km.
    • The firing angles of the main battery were adjusted:
      • 58 degrees was added to Turret 1.
      • The ability to rotate 360 degrees was added to Turret 2.
      • 36 degrees was added to Turret 4.
    • Detectability after firing guns in smoke was increased from 2.31 to 2.48 km.
  • August 21, 2018:
    • The Royal Navy permanent camouflage was added for the ship.
  • September 13, 2018:
    • The Hydroacoustic Search consumable was added.
  • October 1, 2018:
    • The difference in cooldown times of the premium and standard Smoke Generator consumable was changed from a flat 20 s (70 vs 90) to a 50% difference. The standard cooldown was raised from 90 to 105 s. The premium version remained untouched.
  • November 7, 2018:
    • Torpedo tube reload time was decreased from 96 to 66 s.
    • Main battery traverse speed was increased from 10 to 20 deg/s.
  • First appeared on sale in September 2018.
  • Update 0.7.10:
    • The reload time of the standard Smoke Generator I consumable was fixed to 105 s.
    • Fixed a bug that led to a lower speed on corners with the "Engine Boost" consumable activated than without it.
  • Update 0.7.11:
    • Torpedo tubes reload time decreased from 96 to 66 s.
    • Turret traverse speed was increased from 10 to 20 degrees per second. (Main battery 180 degree turn time decreased from 18 to 9 s).
  • Update 0.9.11:
    • Fixed geometry and textures of the ship.

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