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.
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 a Fletcher, Benson, and Sims. Hull wise, she is a Fletcher class, with the guns of her tier nine counterpart. However, unlike the Fletcher, Kidd fulfils a more niche role and plays similarly to the Sims. She also has a single launcher of Benson torpedoes, completing the Frankenstein-esque tier eight 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 AA build will cause the Kidd to become a respectable opponent to any Aircraft Carrier, or 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 the tier nine Fletcher, boosting of 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 former, but not as fast as the latter. Her rudder shift is slightly better than that found on either ship, but she has a worse turning circle. Her concealment is on par with both ships, and her health pool sits in the middle between the two.
However, it is not all roses and sunshine with the Kidd, as her primary fault is rather glaring: The lack of an effective torpedo armament. With only a single launcher 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 steeply short when compared to the usability of equal tiered destroyer torpedoes. For one, the rate at which they reload can be disadvantageous at 122 seconds. In addition, they move at an uninspiring 55 knots. In short, this is the torpedo armament given to the Benson, sans a torpedo launcher.
In playstyle, the Kidd can most closely be likened to the Sims. They greatly resemble each other, taking up a primary role of gunboating and hunting down enemy destroyers while having the Defensive AA Fire consumable to discourage enemy Aircraft Carrier strikes. Playing the Kidd in a scouting or hunter/killer role will prove greatly rewarding, as she is greatly suited to the front line of combat. If taking capture points is the name of the game, then the 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 a distinct edge.Pros:
Cons:
Research
Optimal Configuration
Upgrades
The recommended upgrades for Kidd are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: AA Guns Modification 2
- Slot 4: Propulsion Modification 1*
- Slot 5: Steering Gears Modification 2
- Slot 6: Concealment System Modification 1
Upgrade Slot 4 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 AA duties.
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 AA using Basic Firing Training, Advanced Firing Training, and Manual Fire Control for AA Armament.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★ |
|
|
|
|
★ |
|
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.Gallery
Kidd challenges the mighty Tirpitz.
Historical Info
Historical Gallery