King George V
356 mm/45 Mk.VII on a Mk.III mount2 х 4 / 1 х 2 pcs. |
Rate of Fire2.4 shots/min. |
Reload Time25 sec. |
Rotation Speed4 deg./sec. |
180 Degree Turn Time45 sec. |
Firing Range16.5 km. |
Maximum Dispersion241 m. |
HE Shell356 mm HE Mk VIb |
Maximum HE Shell Damage6,100 |
Chance of Fire on Target Caused by HE Shell41 % |
Initial HE Shell Velocity757 m./s. |
HE Shell Weight721 kg. |
AP Shell356 mm AP Mk VIIb |
Maximum AP Shell Damage10,500 |
Initial AP Shell Velocity757 m./s. |
AP Shell Weight721 kg. |
133 mm/50 QF Mk.I on a Mk.I mount8 х 2 pcs. |
Firing Range5.6 km. |
Rate of Fire9 shots/min. |
Reload Time6.67 sec. |
HE Shell133 mm HE Mk IC |
Maximum HE Shell Damage1,900 |
Initial HE Shell Velocity792 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
133 mm/50 QF Mk.I on a Mk.I mount8 х 2 pcs. |
. . . Average Damage per Second64.8 |
. . . Firing Range4.5 km. |
20 mm Oerlikon Mk.I on a Mk.IIA mount18 х 1 pcs. |
. . . Average Damage per Second64.8 |
. . . Firing Range2.01 km. |
40 mm/39 Vickers QF Mk.VIII on a Mk.VII mount3 х 4 pcs. |
. . . Average Damage per Second38.7 |
. . . Firing Range2.49 km. |
40 mm/39 Vickers QF Mk.VIII on a Mk.VI mount5 х 8 pcs. |
. . . Average Damage per Second99 |
. . . Firing Range2.49 km. |
Maximum Speed26.6 knot |
Turning Circle Radius790 m. |
Rudder Shift Time21 sec. |
Surface Detectability Range14.14 km. |
Air Detectability Range10.01 km. |
King George V — British Tier VII battleship.
The lead ship of a series of next-generation battleships for the Royal Navy. She was superior to her predecessors in terms of armor protection and AA capabilities. This battleship was equipped with aircraft-handling gear. Due to international armament restrictions, the ship's main guns had a relatively small caliber of 356 mm.
Modules
Compatible Upgrades
Slot 1 |
|||||
---|---|---|---|---|---|
Slot 2 |
|||||
Slot 3 |
|||||
Slot 4 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
The British battleship line takes a curious turn with Tier VII's King George V. As the first class of Royal Navy battlewagons laid down following the London Naval Treaty of 1936, they are an interesting mix of heavy armor, off-caliber main battery guns, solid anti-aircraft defenses, and average speed.
Battleship veterans will immediately take notice of King George V’s 356mm guns. This is an odd caliber for Tier VII — where most other battleship lines have moved on to 381mm guns or larger — and will invariably lead many opponents to underestimate her. This is a grave mistake. While the penetration values on her armor-piercing rounds is sub-par at long range, once ranges drop to 12 or 13 km, King George V’s shells will penetrate the casemate armor of opposing battleships with no issues. She plays similarly to German Tier VII premium Scharnhorst in this regard. Her AP rounds have no issues citadeling enemy cruisers, and her high explosive shells and their 41% fire chance will irritate enemy battleships who believe that angling their armor towards King George V will protect them from incoming damage.
Another similarity that King George V shares with Scharnhorst is a heavy belt armor scheme that is very difficult to penetrate when angled. Like American fast battleships, however, the waterline citadel can be hit quite consistently if she is showing full broadside. She is fairly resilient to incoming fire in most one-on-one situations, but will struggle when focused by several enemies. King George V must pick her battles carefully, using her stealth and speed to sneak away on occasion to regenerate health via her Repair Party consumable.
King George V’s anti-aircraft suite sets the tone for what players will find as they progress up the rest of the line: a weak long-range AA bubble but a punishing mid-range one. The Royal Navy's affection for the 40mm "pom pom" — and, later, the 40mm Bofors — means that incoming dive bombers can expect to take punishing losses to push home a strike, while enemy torpedo bombers are likely to suffer fewer losses. With a top speed of 28 knots, she is fast enough to keep up with friendly cruisers, but unable to outrun them (or the likes of Gneisenau or Scharnhorst).
As long as King George V is not put into positions where she can be focused down by multiple enemies, she is an outstanding ship with a lot of durability, good handling, and solid main battery performance. Driving her straight into a pile of enemy ships relying on her thick belt armor to save her, however, will result in a quick trip back to port.Pros:
- Fastest main battery reload time of non-premium Tier VII battleships (Scharnhorst’s 283mm guns reload faster).
- Solid anti-aircraft suite, roughly equivalent to American counterpart Colorado.
- Armor layout will bounce a lot of shells when well-angled, with the thick belt armor shattering most AP shells at medium range
- High-explosive shells have a extremely high fire chance and can be used to troll enemy battleships who angle themselves well.
- Best-in-tier concealment for a battleship.
- Enhanced repair party with shorter cool down and 75% healing of normal penetration damage.
Cons:
- The roughly waterline citadel is vulnerable when broadside.
- Poor firing angles of the rear turret.
- Armor-piercing shells lose much of their penetration power at long range; they are really only usable at medium range or less when fired at enemy battleships.
- 25 mm hull plating is susceptible to overmatch by guns with caliber larger than 356 mm.
- Shortest main battery range of all Tier VII battleships.
- Like French battleships, the quadruple-barrel turrets mean she is susceptible to having large parts of her firepower knocked out when her turrets are disabled or destroyed.
- Like German battleships, her dispersion is worse than average.
- Despite her heavy armor, enemy battleships with guns of 406 mm and above can sometimes penetrate her citadel even through the bow.
Research
Optimal Configuration
Upgrades
The recommended upgrades for King George V are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1
- Slot 3: Aiming Systems Modification 1
- Slot 4: Damage Control System Modification 2 *
Another option in Upgrade Slot 4 is Steering Gears Modification 1 , for players who prefer increased rudder shift speed over maximizing King George V’s survivability due to the amount of maneuvering required to get KGVs rear gun on target and turn back before being punished.
Commander Skills
While RN BB captains may be tempted to rely on their HE the majority of the time, the utility of AP should not be discounted. As such, Gun Feeder is an extremely useful 1 point skill. Grease the Gears is a good 2 point skill as the turret traverse is rather slow. From there, get Adrenaline Rush at 3 points, then Concealment Expert at 4 points. From there, you can take your pick of AA Gunner or Priority Target if you feel you need the alert, or Emergency Repair Specialist to shave 3% off the reload of your repair party and damage control. Emergency Repair Expert is recommended as it gives you an additional heal and increases the time it lasts, allowing the heal to restore more damage. Fire Prevention is likewise recommended, although could be swapped for either Basics of Survivability and your choice of a 1 point skill, such as Preventative Maintenance or Pyrotechnician, or Super Heavy AP and your choice of a 1 point skill.
In order:
- Gun Feeder
- Grease the Gears
- Adrenaline Rush
- Concealment Expert
- Emergency Repair Expert
- AA Gunner OR Priority Target
- Fire Prevention.
Consumables
King George V can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Repair Party
- Slot 3: Spotting Aircraft or Catapult Fighter
Given her short main battery range, captains are encouraged to utilize Spotting Aircraft in Slot 3.
Signals
Signal flags that maximize King George V’s survivability are recommended, namely India Delta (), Juliet Whiskey Unaone (), and India Yankee (). November Echo Setteseven () will provide additional protection against enemy aircraft.
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★ |
★★★ |
★★★ |
★ |
|
|
|
★ |
★★ |
★★ |
|
★★★ |
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
The moment this Benson realized he made a mistake.
King George V jousts an enemy North Carolina.
King George V is surrounded by enemy North Carolina and Bayern-class battleships.
Historical Info
Historical Gallery
Video
References
- HMS King George V (41) - Wikipedia
- King George V-class battleship (1939) - Wikipedia
- Armada: Hit Hard with HMS King George V - News - World of Warships
- Armada: HMS King George V - World of Warships Official Channel - YouTube
Ship Change Log
See here for links to Update notes.
Testing Changes
- August 15, 2017:
- The AP shell fuse delay was reduced from 0.033 to 0.015 s.
- Available for testing by supertesters in the game starting from Update 0.6.7.
- Introduced into the game as a researchable ship in Update 0.6.10.
- Update 0.6.12:
- Detectability when firing main guns in smoke changed to 12.63 km.
- Fixed minor visual defects in geometry and textures.
- Update 0.6.13:
- Minor fixes to ship geometry and textures.
- Update 0.6.15:
- For the permanent Type 17 camouflage, the discount on ship maintenance was increased from -5 to -10%.
- Update 0.8.6:
- The citadel was raised to occupy some of the casemate area.
- The Repair Party consumable was changed:
- Casemate (non-citadel) damage restoration was increased from 60% to 75%.
- HP regen per second changed from 0.5% to 0.6%.
- Cooldown reduced from 120 s to 90 s.
- Update 0.8.10:
- 40-mm / 39 QF Mark VIII AA guns were renamed to 40-mm / 39 QF Mk VIII AA guns.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 5.6 km.
- Update 0.10.11:
- Fixed model and textures of the ship.
- Update 0.11.1:
- The colors of icons for the color schemes of the permanent camouflage were fixed.
- Update 0.11.10:
- The Five Years on Steam permanent camouflage was added.
- Update 12.1:
- Improved the geometry and textures of the ship.
- Update 12.7:
- Changed the textures and models of the ship.