Kidd
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 () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
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 |
★★★ |
★ |
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|
|
★ |
|
2 |
★★ |
★ |
|
★ |
★ |
|
★★★ |
★★★ |
3 |
★ |
★★★ |
★ |
|
★★ |
★★★ |
★★ |
★ |
4 |
|
|
★ |
|
★★ |
★ |
★★ |
★★★ |
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 | |||||
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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
Kidd challenges the mighty Tirpitz.
Flag of USS Kidd. Given to players who purchased a special bundle containing Kidd.
Historical Info
Historical Gallery
Video