Kidd
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|Anno=<!-- you can write below short description for the ship. it will replace default once. --> | |Anno=<!-- you can write below short description for the ship. it will replace default once. --> | |||
? | A ''[[Fletcher]]''-class destroyer that has powerful anti-aircraft armament and a high speed. In May 1945, she was modernized to receive enhanced AA armament by removing her forward torpedo launcher.<br><br>USS ''Kidd'' is now preserved as a [https://www.usskidd.com/ military museum ship] in Baton Rouge, Louisiana. | + | A ''[[Fletcher]]''-class destroyer that has powerful anti-aircraft armament and a high speed. In May 1945, she was modernized to receive enhanced AA armament by removing her forward torpedo launcher.<br><br>USS ''Kidd'' is now preserved as a [https://www.usskidd.com/ military museum ship] in Baton Rouge, Louisiana. She was first released for sale worldwide on 10 November 2017.<br><br>{{Model3DViewer|a905482b4c7b48c79dc381a5933e8eba}} | |
|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
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In playstyle, ''Kidd'' can most closely be likened to ''[[Sims]]''. They greatly resemble each other, taking up a primary role of a gunboat that hunts down enemy destroyers, while having the {{Defensive AA Fire}} consumable to discourage enemy carrier strikes. Playing ''Kidd'' in a scouting or hunter/killer role will prove greatly rewarding, as she is best suited to the front line of combat. If taking capture points is the name of the game, then ''Kidd'' might be one of the most frightening things to come across with her {{Repair Party}} consumable allowing her to heal a portion of damage taken and engage in brutal destroyer-on-destroyer knife fights with an edge that no other Tier VIII destroyer can match. | In playstyle, ''Kidd'' can most closely be likened to ''[[Sims]]''. They greatly resemble each other, taking up a primary role of a gunboat that hunts down enemy destroyers, while having the {{Defensive AA Fire}} consumable to discourage enemy carrier strikes. Playing ''Kidd'' in a scouting or hunter/killer role will prove greatly rewarding, as she is best suited to the front line of combat. If taking capture points is the name of the game, then ''Kidd'' might be one of the most frightening things to come across with her {{Repair Party}} consumable allowing her to heal a portion of damage taken and engage in brutal destroyer-on-destroyer knife fights with an edge that no other Tier VIII destroyer can match. | |||
? | '''[https://forum.worldofwarships.com/topic/142246-premium-ship-review-uss-kidd/ LittleWhiteMouse's Premium Ship Review: USS Kidd] from the NA forums.''' | + | {{AnnoWiki|content= | |
? | + | '''[https://forum.worldofwarships.com/topic/142246-premium-ship-review-uss-kidd/ LittleWhiteMouse's Premium Ship Review: USS Kidd] from the NA forums.'''}} | ||
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|Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> | |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> | |||
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* Very good anti-air capabilities, even without equipping {{Defensive AA Fire}}. | * Very good anti-air capabilities, even without equipping {{Defensive AA Fire}}. | |||
* Very low detection radius when kitted out with appropriate upgrades and commander skills. | * Very low detection radius when kitted out with appropriate upgrades and commander skills. | |||
+ | * Higher top speed than her tier 9 sister, ''[[Fletcher]]'' (38 knots vs 36.5 knots) | |||
|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. --> | |||
? | * Has only one torpedo launcher; | + | * Has only one torpedo launcher with a long reload; it is difficult to consistently deal high burst damage to enemy capital ships. | |
? | * Torpedoes are identical to | + | * Torpedoes are identical to Fletcher's stock ones; 55 knots with 9.2 km range | |
? | * Sluggish maneuverability; ''Kidd'' has a worse turning radius and rudder shift time than tech tree counterpart ''Benson'' | + | * Sluggish maneuverability; ''Kidd'' has a worse turning radius and rudder shift time than tech tree counterpart ''[[Benson]]''. | |
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* Relies on spotting damage, capping, and bullying other destroyers to earn credits and experience. | * Relies on spotting damage, capping, and bullying other destroyers to earn credits and experience. | |||
* Shell velocity makes landing main battery rounds at long range difficult. | * Shell velocity makes landing main battery rounds at long range difficult. | |||
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The recommended upgrades for ''{{#var:ship_name}}'' are as follows: | The recommended upgrades for ''{{#var:ship_name}}'' are as follows: | |||
? | *'''Slot 1''': | + | * '''Slot 1''': {{Main Armaments Modification 1}} | |
? | *'''Slot 2''': | + | * '''Slot 2''': {{Propulsion Modification 1}}<nowiki>*</nowiki> | |
? | *'''Slot | + | * '''Slot 3''': {{AA Guns Modification 1}} | |
? | *'''Slot | + | * '''Slot 4''': {{Steering Gears Modification 2}}<nowiki>*</nowiki> | |
? | *'''Slot | + | * '''Slot 5''': {{Concealment System Modification 1}} | |
? | + | '''Slot 2''' allows players to mount {{Defensive AA Fire Modification 1}}, a special upgrade which boosts the duration of the {{Defensive AA Fire}} consumable by 20%. This is a useful upgrade to mount when fully specializing for an '''Anti-Aircraft Build'''. {{Propulsion Modification 2}} is also a viable choice for '''Slot 4'''. | ||
? | ''' | + | ||
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
Key skills for ''{{#var:ship_name}}'' commanders include most common destroyer captain skills, such as Last Stand, Adrenaline Rush, Survivability Expert, and Concealment Expert. With only a single torpedo launcher, ''Kidd'' is not well suited to a torpedo build, so torpedo-related captain skills are less useful for her. ''Kidd'' can be specialized for an '''Anti-Aircraft Build''' by investing in a mix of Basic Firing Training, Advanced Firing Training, or Manual Fire Control for AA Armament. | Key skills for ''{{#var:ship_name}}'' commanders include most common destroyer captain skills, such as Last Stand, Adrenaline Rush, Survivability Expert, and Concealment Expert. With only a single torpedo launcher, ''Kidd'' is not well suited to a torpedo build, so torpedo-related captain skills are less useful for her. ''Kidd'' can be specialized for an '''Anti-Aircraft Build''' by investing in a mix of Basic Firing Training, Advanced Firing Training, or Manual Fire Control for AA Armament. | |||
? | {{Commander Skills | + | {{Commander Skills 2 | |
? | | | + | <!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. --> | |
? | | | + | | rating11 = 3 <!-- Priority Target --> | |
? | | Expert Loader | + | | rating12 = 1 <!-- Preventive Maint --> | |
? | | | + | | rating13 = <!-- Expert Loader --> | |
? | | Direction Center for | + | | rating14 = 0 <!-- Air Supremacy --> | |
? | | | + | | rating15 = <!-- Direction Center for Fighters --> | |
? | | Incoming Fire Alert | + | | rating16 = 0 <!-- Improved Engine Boost --> | |
? | | | + | | rating17 = 1 <!-- Incoming Fire Alert --> | |
+ | | rating18 = 0 <!-- Last Gasp --> | |||
? | | | + | | rating21 = 2 <!-- High Alert --> | |
? | | Jack of All Trades | + | | rating22 = 1 <!-- Jack of All Trades --> | |
? | | Expert Marksman | + | | rating23 = <!-- Expert Marksman --> | |
? | | Torpedo Acceleration | + | | rating24 = 1 <!-- Torpedo Acceleration --> | |
? | | Smoke Screen Expert | + | | rating25 = 1 <!-- Smoke Screen Expert --> | |
? | | | + | | rating26 = 0 <!-- Improved Engines --> | |
? | | Adrenaline Rush = 3 | + | | rating27 = 3 <!-- Adrenaline Rush --> | |
? | + | | rating28 = 3 <!-- Last Stand --> | ||
? | | Basics of Survivability | + | | rating31 = 1 <!-- Basics of Survivability --> | |
? | | | + | | rating32 = 3 <!-- Survivability Expert--> | |
? | | Torpedo Armament Expertise | + | | rating33 = 1 <!-- Torpedo Armament Expertise--> | |
? | | | + | | rating34 = 0 <!-- Aircraft Armor --> | |
? | | Basic Firing Training | + | | rating35 = 2 <!-- Basic Firing Training --> | |
? | | | + | | rating36 = 3 <!-- Superintendent --> | |
? | | | + | | rating37 = 2 <!-- Demolition Expert --> | |
? | | | + | | rating38 = 1 <!-- Vigilance --> | |
? | | Manual Fire Control for Secondary Armament | + | | rating41 = <!-- Manual Fire Control for Secondary Armament --> | |
? | | Fire Prevention | + | | rating42 = <!-- Fire Prevention --> | |
? | | Inertia Fuse for HE Shells | + | | rating43 = 1 <!-- Inertia Fuse for HE Shells --> | |
? | | | + | | rating44 = 0 <!-- Sight Stabilization --> | |
? | | Advanced Firing Training | + | | rating45 = 2 <!-- Advanced Firing Training --> | |
? | | | + | | rating46 = <!-- Massive AA Fire --> | |
? | | Radio Position Finding | + | | rating47 = 2 <!-- Radio Position Finding --> | |
? | | Concealment Expert | + | | rating48 = 3 <!-- Concealment Expert --> | |
}} | }} | |||
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* '''Slot 3:''' {{Repair Party}} | * '''Slot 3:''' {{Repair Party}} | |||
* '''Slot 4:''' {{Engine Boost}} '''or''' {{Defensive AA Fire}} | * '''Slot 4:''' {{Engine Boost}} '''or''' {{Defensive AA Fire}} | |||
? | ||||
Mounting {{Defensive AA Fire}} is recommended over mounting {{Engine Boost}} to help shoot down or deter enemy aircraft nearby. | Mounting {{Defensive AA Fire}} is recommended over mounting {{Engine Boost}} to help shoot down or deter enemy aircraft nearby. | |||
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File:KiddTirpitz.jpg|''Kidd'' challenges the mighty ''[[Tirpitz]]''. | File:KiddTirpitz.jpg|''Kidd'' challenges the mighty ''[[Tirpitz]]''. | |||
File:KiddTirpitz2.jpg | File:KiddTirpitz2.jpg | |||
+ | File:PCEE162_Kidd_Flag.png|[[Ship:Flags#List_of_Ship_Flags|Flag]] of USS ''Kidd''. Given to players who purchased a special bundle containing ''Kidd''. | |||
</gallery> | </gallery> | |||
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}} | }} | |||
</div> | </div> | |||
? | {{VideoYT|55YaONbA3FI | + | {{VideoYT|55YaONbA3FI}} | |
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===Design=== | ===Design=== | |||
? | As the first class of destroyers produced by a wartime United States, the ''Fletcher''-class was seen as a logical progression from the pre-war designs. The design firm of Gibbs and Cox took their experience in designing the previous ''[[Benson]]'' and ''Gleaves'' classes and sought to rectify the deficiencies in both designs. Coming in above 1,500 tons, the previous designs failed to meet the armament requirement of five (5) 5-inch guns and ten (10) torpedo tubes; they were seen as too small and top heavy. History would prove their third creation to be a war-winner; the mettle and venerability of the ''Fletchers'' were displayed regularly during the grueling combat of the Pacific campaign in World War II. | + | As the first class of destroyers produced by a wartime United States, the ''[[Fletcher]]''-class was seen as a logical progression from the pre-war designs. The design firm of Gibbs and Cox took their experience in designing the previous ''[[Benson]]'' and ''Gleaves'' classes and sought to rectify the deficiencies in both designs. Coming in above 1,500 tons, the previous designs failed to meet the armament requirement of five (5) 5-inch guns and ten (10) torpedo tubes; they were seen as too small and top heavy. History would prove their third creation to be a war-winner; the mettle and venerability of the ''Fletchers'' were displayed regularly during the grueling combat of the Pacific campaign in World War II. | |
? | The ''Fletcher''-class ships were the first destroyers in the US Navy to exceed 2,000 tons displacement. In a change from previous design practice, ''Fletchers'' had flush decks as opposed to the raised forecastle design seen on the ''Benson class''. This increased her length but decreased her freeboard and improved her handling; overall, | + | The ''Fletcher''-class ships were the first destroyers in the US Navy to exceed 2,000 tons displacement. In a change from previous design practice, ''Fletchers'' had flush decks as opposed to the raised forecastle design seen on the ''Benson class''. This increased her length but decreased her freeboard and improved her handling; overall, the ''Fletcher'' class was considered a very structurally sound and seaworthy design. An interesting design choice to note: early build ''Fletchers'' had a taller, rounded-tower superstructure design – as seen on the in-game model for ''Fletcher'' – whereas late-build ''Fletchers'' (such as ''Kidd'') had a superstructure that was lower in height with a flat-faced bridge. | |
? | In order to maintain the 38 knot speed despite the increase in tonnage, new propulsion machinery was utilized: boilers that were 20-30% more efficient and turbines that were 20% more powerful than predecessors were installed. Ultimately, a third of the internal space was consumed by propulsion machinery in a unique configuration. The forward boiler and turbine room were separated from the rear boiler and engine room via watertight bulkheads. Each individual segment ran the port and starboard propulsion screws, respectively. This configuration resulted in greater | + | In order to maintain the 38 knot speed despite the increase in tonnage, new propulsion machinery was utilized: boilers that were 20-30% more efficient and turbines that were 20% more powerful than predecessors were installed. Ultimately, a third of the internal space was consumed by propulsion machinery in a unique configuration. The forward boiler and turbine room were separated from the rear boiler and engine room via watertight bulkheads. Each individual segment ran the port and starboard propulsion screws, respectively. This configuration resulted in greater survivability of the machinery spaces when dealing with combat damage. | |
As required by U.S. Navy specifications, each ''Fletcher'' class ship was able to mount five (5) 5-inch guns in single, enclosed, dual-purpose mounts; two guns forward, two guns rear, and one amidships. All turrets were controlled by Mark 37 and Mark 22 fire directors. Feeding information to the gun computer, the main battery could all be remotely controlled if required. Furthermore, the class got to implement SG surface radar and "Variable-Time" proximity fuses — both novelties to the Navy — that allowed effective engagement of both surface and air threats. | As required by U.S. Navy specifications, each ''Fletcher'' class ship was able to mount five (5) 5-inch guns in single, enclosed, dual-purpose mounts; two guns forward, two guns rear, and one amidships. All turrets were controlled by Mark 37 and Mark 22 fire directors. Feeding information to the gun computer, the main battery could all be remotely controlled if required. Furthermore, the class got to implement SG surface radar and "Variable-Time" proximity fuses — both novelties to the Navy — that allowed effective engagement of both surface and air threats. | |||
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In light of the mounting ferocity and desperation of Japanese kamikaze attacks against US carrier strike groups late into the Pacific campaign, the Navy saw it fit to increase anti-aircraft potency in picket ships however possible. In 1945, about 55 ''Fletcher''-class destroyers – including ''Kidd'' – had their forward torpedo tubes removed to install an anti-aircraft platform mounting two quad-barrel 40mm. In addition to the three existing dual-barrel 40mm emplacements, the total was brought up to fourteen (14) 40mm AA guns. Furthermore, the seven (7) single-barrel 20mm were replaced with six dual-barrel emplacements, bringing the total up to twelve (12) 20mm AA guns. | In light of the mounting ferocity and desperation of Japanese kamikaze attacks against US carrier strike groups late into the Pacific campaign, the Navy saw it fit to increase anti-aircraft potency in picket ships however possible. In 1945, about 55 ''Fletcher''-class destroyers – including ''Kidd'' – had their forward torpedo tubes removed to install an anti-aircraft platform mounting two quad-barrel 40mm. In addition to the three existing dual-barrel 40mm emplacements, the total was brought up to fourteen (14) 40mm AA guns. Furthermore, the seven (7) single-barrel 20mm were replaced with six dual-barrel emplacements, bringing the total up to twelve (12) 20mm AA guns. | |||
? | In the end, 175 ''Fletchers'' were produced from 11 shipyards throughout the United States. USS ''Kidd'' (DD-661) was the 133rd ''Fletcher''-class destroyer to be produced, named after Rear Admiral Isaac C. Kidd (killed in action during the sinking of his flagship USS ''[[Arizona]]'' on 7 December 1941). With the sponsorship of | + | In the end, 175 ''Fletchers'' were produced from 11 shipyards throughout the United States. USS ''Kidd'' (DD-661) was the 133rd ''Fletcher''-class destroyer to be produced, named after Rear Admiral Isaac C. Kidd (killed in action during the sinking of his flagship USS ''[[Arizona]]'' on 7 December 1941). With the sponsorship of Admiral Kidd's widow, Federal Shipbuilding and Dry Dock Co. in Kearny, New Jersey built the namesake destroyer; she was laid down on 16 October 1942 and launched on 28 February 1943. | |
===Service=== | ===Service=== | |||
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Revision as of 04:08, 4 October 2019
127 mm/38 Mk.12 on a Mk.30 mod.0 mount5 х 1 pcs. |
Rate of Fire17.96 shots/min. |
Reload Time3.34 sec. |
Rotation Speed34 deg./sec. |
180 Degree Turn Time5.29 sec. |
Firing Range12.1 km. |
Maximum Dispersion105 m. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Chance of Fire on Target Caused by HE Shell5 % |
Initial HE Shell Velocity792 m./s. |
HE Shell Weight24.5 kg. |
AP Shell127 mm AP/SC Mk38 |
Maximum AP Shell Damage2,100 |
Initial AP Shell Velocity792 m./s. |
AP Shell Weight25 kg. |
533 mm Mk151 х 5 pcs. |
Rate of Fire0.49 shots/min. |
Reload Time122 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoMk15 mod. 3 |
Maximum Damage16,633 |
Torpedo Speed55 knot |
Torpedo Range9.15 km. |
127 mm/38 Mk.12 on a Mk.30 mod.0 mount5 х 1 pcs. |
. . . Average Damage per Second53.5 |
. . . Firing Range5.01 km. |
40 mm/56 Bofors on a Mk.1 mount3 х 2 pcs. |
. . . Average Damage per Second33.9 |
. . . Firing Range3.51 km. |
20 mm Oerlikon on a Mk.24 mount6 х 2 pcs. |
. . . Average Damage per Second36.6 |
. . . Firing Range2.01 km. |
40 mm/56 Bofors on a Mk.2 mount2 х 4 pcs. |
. . . Average Damage per Second31.8 |
. . . Firing Range3.51 km. |
Maximum Speed38 knot |
Turning Circle Radius620 m. |
Rudder Shift Time3.9 sec. |
Surface Detectability Range7.16 km. |
Air Detectability Range3.29 km. |
Kidd — American premium Tier VIII destroyer.
A Fletcher-class destroyer that has powerful anti-aircraft armament and a high speed. In May 1945, she was modernized to receive enhanced AA armament by removing her forward torpedo launcher.
USS Kidd is now preserved as a military museum ship in Baton Rouge, Louisiana. She was first released for sale worldwide on 10 November 2017.
Modules
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 () | ||
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Kidd | 16,700 | 13 | 20 | 5 | 6/3/2/5 | 1 | 0 | 0 |
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 () | ||
---|---|---|---|---|---|---|---|---|---|
Mk15 mod. 3 | 0.5 | 122 | 7.2 | 16,633 | 55 | 9.2 | 0 | 0 |
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
Player Opinion
Performance
Kidd plays like the love-child of Fletcher, Benson, and Sims. Hull-wise, she is a Fletcher-class destroyer, with the guns of her Tier IX parent. However, unlike Fletcher, Kidd fulfills a more niche role and plays similarly to Sims. She also has a single launcher of Benson torpedoes, completing the composition of this Frankenstein-esque Tier VIII premium destroyer.
Having the hull of a Fletcher-class destroyer, Kidd gains access to a rather impressive array of anti-aircraft armament and the Defensive AA Fire consumable. Fully committing to an Anti-Aircraft Build will cause Kidd to become a respectable opponent for enemy aircraft carriers (or, more precisely, a target to be actively avoided). Even without fully investing in the skill and modules for AA firepower, triggering Defensive AA Fire will cause no small amount of concern to enemy planes. In addition, Kidd has all the firepower of Tier IX's Fletcher, boasting five (5) fast-firing 127mm guns; perfect for the role of decimating enemy destroyers or severely annoying larger surface ships. She's also uniquely equipped with the Repair Party consumable, adding to the survivability afforded by her relatively large health pool.
Maneuverability wise, Kidd straddles a line between the Benson and Fletcher: she is faster than the latter, but not as fast as the former. Her rudder shift is slightly better than that found on either ship, but she has a wider turning circle. Her concealment is on par with both ships, and her health pool sits in the middle between the two.
However, all is not sunshine and roses with Kidd, as her primary fault is rather glaring: the lack of an effective torpedo armament. With only a single rack of five cumbersome torpedoes, she cannot be expected to reliably make use of them. That is not to say that they are completely useless; rather, they simply fall short when compared to the usability of other equal-tiered destroyer torpedoes. It takes a whopping 122 seconds for them to reload; additionally, they move at an uninspiring 55 knots. In short, Kidd’s torpedo armament is the same as Benson, minus one whole launcher.
In playstyle, Kidd can most closely be likened to Sims. They greatly resemble each other, taking up a primary role of a gunboat that hunts down enemy destroyers, while having the Defensive AA Fire consumable to discourage enemy carrier strikes. Playing Kidd in a scouting or hunter/killer role will prove greatly rewarding, as she is best suited to the front line of combat. If taking capture points is the name of the game, then Kidd might be one of the most frightening things to come across with her Repair Party consumable allowing her to heal a portion of damage taken and engage in brutal destroyer-on-destroyer knife fights with an edge that no other Tier VIII destroyer can match.
Pros:
- Large health pool for a Tier VIII destroyer, trailing only German Z-23 and Japanese Akizuki (and slightly ahead of Russians Kiev and Ognevoi).
- Excellent main battery guns feature fast traverse, quick rate of fire, and decent firing range.
- Only American destroyer with access to Repair Party , giving her a clear edge in survivability when facing other destroyers.
- Very good anti-air capabilities, even without equipping Defensive AA Fire .
- Very low detection radius when kitted out with appropriate upgrades and commander skills.
- Higher top speed than her tier 9 sister, Fletcher (38 knots vs 36.5 knots)
Cons:
- Has only one torpedo launcher with a long reload; it is difficult to consistently deal high burst damage to enemy capital ships.
- Torpedoes are identical to Fletcher's stock ones; 55 knots with 9.2 km range
- Sluggish maneuverability; Kidd has a worse turning radius and rudder shift time than tech tree counterpart Benson.
- Relies on spotting damage, capping, and bullying other destroyers to earn credits and experience.
- Shell velocity makes landing main battery rounds at long range difficult.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Kidd are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Propulsion Modification 1 *
- Slot 3: AA Guns Modification 1
- Slot 4: Steering Gears Modification 2 *
- Slot 5: Concealment System Modification 1
Slot 2 allows players to mount Defensive AA Fire Modification 1 , a special upgrade which boosts the duration of the Defensive AA Fire consumable by 20%. This is a useful upgrade to mount when fully specializing for an Anti-Aircraft Build. Propulsion Modification 1 () is also a viable choice for Slot 4.
Commander Skills
Key skills for Kidd commanders include most common destroyer captain skills, such as Last Stand, Adrenaline Rush, Survivability Expert, and Concealment Expert. With only a single torpedo launcher, Kidd is not well suited to a torpedo build, so torpedo-related captain skills are less useful for her. Kidd can be specialized for an Anti-Aircraft Build by investing in a mix of Basic Firing Training, Advanced Firing Training, or Manual Fire Control for AA Armament.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★ |
|
Χ |
|
Χ |
★ |
Χ |
2 |
★★ |
★ |
|
★ |
★ |
Χ |
★★★ |
★★★ |
3 |
★ |
★★★ |
★ |
Χ |
★★ |
★★★ |
★★ |
★ |
4 |
|
|
★ |
Χ |
★★ |
|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Kidd can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Smoke Generator
- Slot 3: Repair Party
- Slot 4: Engine Boost or Defensive AA Fire
Mounting Defensive AA Fire is recommended over mounting Engine Boost to help shoot down or deter enemy aircraft nearby. Damage Control Party II () and Repair Party II () are recommended for captains looking to improve the ship's survivability. Additionally, mounting Smoke Generator II () is recommended for the shortened cooldown time it offers.
Camouflage
As a premium ship, Kidd comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.
Signals
As a destroyer with great anti-aircraft firepower, Kidd can utilize a variety of combat signal flags to her advantage. November Echo Setteseven () can be mounted to further boost Kidd’s anti-aircraft firepower, while signal flags such as India X-Ray (), Victor Lima (), and Juliet Whiskey Unaone () boost the strength of her main battery guns and torpedoes. November Foxtrot () and Sierra Mike () are standard fare for most destroyers, however unlike most destroyers Kidd can make use of India Delta () flags as she is one of the few destroyers in the game with the Repair Party consumable. Finally, Juliet Charlie () is a recommended option for captains concerned about an unfortunate early exit to port via detonation.
As Kidd is a premium ship, the economic and special signal flags can be mounted to further boost the economic and experience gains of the ship.
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★★ |
|
|
|
★★ |
★★ |
★ |
|
★★ |
★★ |
★★★ |
★★★ |
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Kidd challenges the mighty Tirpitz.
Flag of USS Kidd. Given to players who purchased a special bundle containing Kidd.
Historical Info
Historical Gallery
Video