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Kijkduin

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Kijkduin
Kijkduin_wows_main.jpg
Cruiser | Netherlands | Tier VI
Tech Tree Position
Celebes
Arrow_down.png
Kijkduin_icon_small.png
Arrow_down.png
Eendracht
stock
 top
General
Research price36000 exp
Purchase price3,000,000 Credits
Hit Points28,000 
Main Battery
152 mm/53 Model 1942 in a turret4 х 2 pcs.
Rate of Fire7.06 shots/min.
Reload Time8.5 sec.
Rotation Speeddeg./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.
AA Defense
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.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius720 m.
Rudder Shift Time12.5 sec.
Concealment
Surface Detectability Range11.52 km.
Air Detectability Range5.97 km.
Battle Levels
12345678910
Wows_anno_flag_netherlands.png
VI
Ship_PHSC106_Kijkduin.png
3,000,000

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

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)
152 mm/53 Model 1942 in a turret7.122.51332,200113,000 0300,000
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)
Kijkduin (A)28,0001010046/6/2 0450,000
Kijkduin (B)32,0001010048 13,500810,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
SUO Mk 6 Mod. 10 0300,000
SUO Mk 6 Mod. 20 9,000540,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 85,000 hp33 0300,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Spotting Aircraft Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1
Depth Charges 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.


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 PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. which is active for 5 seconds with a 60 second cool down between uses. She also mounts a Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. 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 FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. or a Spotting AircraftWhile active, a spotter plane circles the ship enhancing main battery firing range.. 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:

In Slot 4, the Airstrike Modification 1 -20% cooldown time. +25% aircraft HP. +15% depth charge damage. 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

Consumables

Kijkduin can equip the following:

Signals

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.
  • 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
  • Update 12.1:
    • Armor layout updated.

Ships of Netherlands
Destroyers  IX GroningenDoubloons • X TrompDoubloons 
Cruisers  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
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Aircraft Carriers
Cruisers
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U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • III AL AvroraDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VII Lazo BDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk B • X SmolenskDoubloons • X SevastopolDoubloons • X Kommissar •  Novosibirsk 
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Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Red Fort • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín