Kijkduin
152 mm/53 Model 1942 in a turret4 х 2 pcs. |
Rate of Fire7.06 shots/min. |
Reload Time8.5 sec. |
Rotation Speed8 deg./sec. |
180 Degree Turn Time22.5 sec. |
Firing Range13.24 km. |
Maximum Dispersion133 m. |
HE Shell152 mm HE Brisantgranaat |
Maximum HE Shell Damage2,200 |
Chance of Fire on Target Caused by HE Shell11 % |
Initial HE Shell Velocity900 m./s. |
HE Shell Weight46 kg. |
AP Shell152 mm AP Pantsergranaat |
Maximum AP Shell Damage3,000 |
Initial AP Shell Velocity900 m./s. |
AP Shell Weight46.7 kg. |
40 mm/56 Bofors on a Mk.3 mount6 х 1 pcs. |
. . . Average Damage per Second45.6 |
. . . Firing Range3.51 km. |
40 mm/56 Bofors Model 1936 on a Mk.IV* Hazemeyer mount6 х 2 pcs. |
. . . Average Damage per Second136.2 |
. . . Firing Range3.51 km. |
40 mm/56 Bofors on an RP Mk.I mount2 х 2 pcs. |
. . . Average Damage per Second24.6 |
. . . Firing Range3.51 km. |
Maximum Speed33 knot |
Turning Circle Radius720 m. |
Rudder Shift Time12.5 sec. |
Surface Detectability Range11.52 km. |
Air Detectability Range5.97 km. |
Kijkduin — Dutch Tier VI cruiser.
In 1935, the government of the Netherlands approved the decision to build "superlight" cruisers. De Ruyter was used as a prototype for them. The first ship of the two was named Kijkduin and was laid down in 1939. It was initially planned to arm the cruisers with eight guns distributed among four turrets, but the composition of the armament was later reconsidered. World War II and the occupation of the Netherlands slowed down the construction—it meant that the new cruisers were completed under an extensively modified project and didn't enter service until the 1950s.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
The Ship
Tier VI Kijkduin introduces players to the defining feature of the Dutch cruisers — an airstrike that bombards a specified area with HE bombs. She has strong medium range anti-air defenses but a small, short ranged main battery.
Kijkduin has a rather large turning circle of 720 meters. Coupled with a fairly slow rudder shift time of 9 seconds and a pedestrian top speed of 33 knots, she often feels sluggish and unwieldy in close quarters and confined spaces. Her 11.5 km detection can be reduced down to 10.4 km and provides an element of stealth, but if she is spotted, her speed does not allow her to easily disengage.
Kijkduin mounts a standard cruiser Damage Control Party which is active for 5 seconds with a 60 second cool down between uses. She also mounts a Hydroacoustic Search with three uses as standard. This detects ships at 4 km and torpedoes at 3 km, as well as submarines at maximum depth at 2 km. It has an action time of 100 seconds and a cool down of 120 seconds between uses. In her final slot, Kijkduin has the option of a Catapult Fighter or a Spotting Aircraft . The spotter is generally the optimal choice, providing a much-needed boost to her main battery range for 100 seconds, with a 240 second cool down between uses. If the player chooses to equip a fighter, this launches 2 aircraft which will patrol around the ship for up to 90 seconds.
Armor and Survivability
Kijkduin has a well-protected citadel for a Tier VI cruiser. Although it extends along most of her hull, it sits below the waterline, making it a difficult target to hit. Additionally, her citadel is narrow and is set back from her 75 mm external armor belt, providing a further level of protection. She is not immune to taking serious damage however, as she is protected above the waterline by hull plating between 16 and 50 mm thick. Kijkduin is vulnerable to HE from all gun calibers and can easily find her health draining away in close range battles. Her thin armor may result in enemy ships scoring many overpenetration hits at short ranges, but it is a brave (or foolish) player who relies on this as Kijkduin can just as easily take crippling damage.
32,000 hit points gives Kijkduin one of the highest health pools for a Tier VI light cruiser. However, she has no options to mitigate or repair damage if caught out of position. This is exacerbated by her mediocre maneuverability, which makes it harder to avoid incoming fire.
Armament
Kijkduin has a rather small main battery of eight 152 mm guns in four turrets, so her damage per salvo is rather low compared to her peers. Her main guns have an 8.5 second reload, which also holds back her DPM to a level comparable to 203 mm cruisers (but without their hitting power). Her standard firing range is 14.6 km; while this is not the shortest in her tier, it is on the low side for a cruiser. The spotter aircraft allows Kijkduin to reach out to 16.9 km for short spells, but effective use of concealment and island cover are needed to engage targets safely. When players are engaging targets, they will find that her gunnery is easier than many other cruisers due to her good shell velocity and faster flight times.
Like most Tier VI light cruisers, her AP lacks significant penetration above 10 km. They also cause less damage than most Tier VI cruisers. As a result, Kijkduin is unlikely to win any gun duels with enemy cruisers.
Her HE rounds are similarly unremarkable. Kijkduin lacks the number of shells or fire chance to make her a dangerous fire starter. She can only expect to set 6 fires in ideal conditions, which is similar to Huanghe despite having two additional guns. Although this is not the worst in tier, it is unlikely to seriously stretch the damage control parties of enemy ships.
Where Kijkduin stands apart from other cruisers is her Airstrike. This has a 10 km range and drops 36 bombs across an area of 300 x 319 meters, with a minimum range of 1.5 km. Players will have to approach within their detection range in order to launch their strike. With 36 mm of penetration and a fire chance of 29% per bomb, they can pose a serious threat to stationary ships trying to lurk behind islands. A reload of 80 seconds and only a single strike means that they are unlikely to force a determined enemy from cover, but they can provide a nasty surprise. The true test of an airstrike master is the ability to routinely land hits on maneuvering targets, as each strike takes 12.3 to 15.3 seconds to land.
Anti-Aircraft
While the raw AA numbers look impressive, Kijkduin is unusual in lacking any long range batteries or flak bursts. Her defenses are entirely provided by medium range weapons with a range of 3.5 km. A cautious carrier player can often spot Kijkduin and avoid her AA, but an unwary player can find their squadron devastated by the wall of shells thrown into the air. Their short range means that they have little deterrent value or utility in protecting other ships, but they can dissuade all but the most determined carrier players from performing multiple attacks.
Anti-Submarine
Kijkduin relies on stern-dropped depth charges to attack submerged submarines. With a small pattern of 4 depth charges and a low damage of 2000 hp per charge, Kijkduin is not well suited to submarine hunting. Her Hydroacoustic Search provides some potential help, but this is offset by her poor maneuverability, making it difficult to reach a position over an actively maneuvering submarine. Although she may struggle to fight submerged submarines, her airstrike can deal significant damage to submarines caught on the surface.
Battle Performance
Players will need to make the best use of Kijkduin’s airstrike to maximize their impact on the battle. While it will not provide a devastating strike, it opens tactical opportunities which can help to overcome some of her main battery limitations.
Use of island cover is recommended where possible, in order to reach a firing position and to provide some shelter from return fire. Her relatively low rate of fire and mediocre maneuverability mean that Kijkduin is not suited to open water fighting. She will pose a threat to destroyers, but can struggle to win a DPM race against enemy cruisers, particularly as she lacks the extra punch provided by torpedoes.
Overall, Kijkduin is best suited to supporting friendly ships, helping to put pressure on enemy ships and supplying some muscle against isolated destroyers. She serves as a taster of the following ships, with Eendracht in particular sharing many of her traits.Pros:
- Airstrikes
- Rather large fire chance on her HE shells (11% base)
- High shell velocity
- Medium range AA DPS is high
- Fantastic fire-setting capabilities due to both her combined airstrike and high HE shell fire chances
- Has a Spotting Aircraft, a rarity among tier VI cruisers, allowing her to boost her range up
Cons:
- Low HE penetration
- Long reload for her 152mm guns, at 8.5 seconds base (compared to other 152mm guns of other nations)
- No torpedoes
- Rather average (and almost weak) armor for her tier
- No long range AA (no flak bursts)
- Rather low range for her tier, however this can be fixed slightly by the use of her Spotting Aircraft
Research
Researchable module upgrades for Kijkduin:
- Hull: Upgrade to Hull (B) for more health and improved AA and maneuverability. Research of this module unlocks progression to VII Eendracht.
- Gun Fire Control System: Upgrade to SUO Mk 6 Mod. 2 for an extra 10% range on the main battery.
Optimal Configuration
Upgrades
The recommended upgrades for Kijkduin are:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection or Hydroacoustic Search Modification 1
- Slot 3: Aiming Systems Modification 1
- Slot 4: Propulsion Modification 1
In Slot 4, the Airstrike Modification 1 upgrade can reduce Kijkduin’s airstrike reload time, but her short range and single strike make it less useful than on future ships.
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
★★ |
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★★★ |
2 |
★★ |
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★★ |
★★★ |
★ |
3 |
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★★★ |
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★★ |
★ |
4 |
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★★★ |
★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Kijkduin can equip the following:
- Slot 1: Damage Control Party
- Slot 2: Hydroacoustic Search
- Slot 3: Spotting Aircraft or Catapult Fighter
Signals
Recommended Signal Flags | |||||
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Combat | |||||
★★★ |
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★★ |
★★ |
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★★ |
★★★ |
★★★ |
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★★ |
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
References
Ship Change Log
See here for links to Update notes.
- Available for testing by supertesters in the game starting from Update 0.10.4.
Testing Changes
- DevBlog 137:
- Preliminary characteristics.
- DevBlog 150:
- Airstrike parameters changed:
- Maximum range of operation increased from 9 to 10 km.
- Bomb drop time decreased from 10 to 8 s.
- Airstrike parameters changed:
- DevBlog 164:
- Main battery reload time increased from 7 to 8.5 s.
- Airstrike parameters changed:
- Reload time increased from 60 to 80 s.
- Maximum bomb damage decreased from 5,800 to 5,100.
- Chance of bombs causing fire decreased from 33 to 29%.
- Bomb fall time decreased from 8 to 6 s.
- Increased the size of the drop area.
- Increased the number of bombs dropped by each plane.
- DevBlog 168:
- Bomb fall time decreased from 6 to 5 s.
- Update 0.10.6:
- Available in early access for Netherlands tokens in sequential bundles in the Armory.
- Update 0.10.8:
- Introduced into the game as a researchable ship in Update 0.10.8.
- Update 0.10.8:
- Fixed issues with the ship model and textures.
- Update 0.10.11:
- Added the Snow and Stars permanent camouflage.
- Update 0.11.1:
- Minor corrections to geometry and textures of the ship.
- Update 0.11.4:
- Fixed the main battery gun designation displayed in the ship's tech specs and Modules tab, from "150mm/53 Model 1942 in a turret" to "152mm/53 Model 1942 in a turret".
- Fixed an issue with a missing horn sound when using the Snow and Stars permanent camouflage.
- Update 12.0:
- Added Depth Charges with the following characteristics:
- Maximum damage: 2,000
- Number of Charges: 2
- Bombs per Charge: 4
- Reload Time: 40 s
- Added Depth Charges with the following characteristics:
- Update 12.1:
- Armor layout updated.
- Update 13.3:
- The number of bombs per Depth Charge drop increased from 4 to 8.
Destroyers | IX Groningen • X Tromp |
Cruisers | I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven Provinciën • VIII Admiraal • VIII Statenland • IX Johan de Witt • IX Van Speijk • X Gouden Leeuw • X Prins van Oranje • X Vrijheid |
Battleships | |
Aircraft Carriers |