Kongo
Revision as of 02:45, 13 January 2017 | Revision as of 08:56, 20 January 2017 Re-wrote Performance Section, added Upgrades, Commander Skills, Consumables, Camouflages and Signals. | |||
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|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
? | Kongo is one of the | + | ''Kongo'' is considered to be one of the most enjoyable battleships in the game, especially towards the lower tiers. ''Kongo'' has by far the highest top speed of the battleships of tier five, a strong, solid main armament of eight 14" guns in four twin turrets, far greater range than her contemporaries, good secondaries and the most health of her tier. However, she's not the strongest in all suites - she's got the worst armour of her tier, with only 203mm of belt armour compared to ''[[New York]]''`s, ''[[Texas]]''` and ''[[König]]''`s 356mm belt armour, and she has the least guns of her tier. These shortcomings, however, don't stop ''Kongo'' from being one of the most competitive battleships in the game tier-for-tier. ''Kongo'' must always be careful with how she positions herself; showing too much broadside to an enemy battleship can be a fatal mistake. ''Kongo'' excels at both ranged combat and can use her maneuverability to outdo enemy battleships at closer ranges. ''Kongo'' is the second of three battlecruisers/fast battleships in the Japanese battleship line, coming after ''[[Myogi]]'' and eventually leading to ''[[Amagi]]'' at tier VIII. | |
|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. --> | |||
? | * Great gun range: Reaching out to 21+ kilometers, she has the second highest range in the mid tiers after [[ | + | * Great gun range: Reaching out to 21+ kilometers, she has the second highest range in the mid tiers after ''[[Fuso]]'' | |
* Impressive speed: Kongo can reach 30 knots, allowing her to keep up with cruisers and relocate if needed | * Impressive speed: Kongo can reach 30 knots, allowing her to keep up with cruisers and relocate if needed | |||
* Decent agility: She is surprisingly maneuverable and can cover her turning circle quite quickly | * Decent agility: She is surprisingly maneuverable and can cover her turning circle quite quickly | |||
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|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
? | + | As ''Kongo'' is a Battlecruiser and needs to be able to dictate the terms of the engagement as she does not have a lot of armor, upgraded propulsion is the way to go. After this, you should get the B hull not for AA, but for her upgraded shells(like the Germans get with each hull upgrade as well) and a little bit faster turret traverse, and then the range upgrade. As with the propulsion upgrade, the range upgrade helps dictate the terms of the engagement, something that is quite important on a thinly armored Battlecruiser. | ||
? | + | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | ||
? | + | |Upgrades=<!-- write text about best upgrades below --> | ||
+ | At tier five, ''Kongo'' only comes with three upgrade slots. For slot 1, [[Ship:Upgrades#Main_Armaments_Modification.C2.A01|Main Armaments Modification 1]] is a must as ''Kongo''`s lack of armour means she her guns are often incapacitated under heavy fire. For slot 2, [[Ship:Upgrades#Aiming_Systems_Modification.C2.A01|Aiming Systems Modification 1]] will usually be the stronger choice as ''Kongo''`s base secondary range is only 4km, but the correct build can take this range up to 6km, so [[Ship:Upgrades#Secondary_Battery_Modification.C2.A02|Secondary Battery Modification 2]] can be viable for a secondary-focused build. For slot 3, [[Ship:Upgrades#Damage_Control_System_Modification.C2.A01|Damage Control System Modification 1]] is, as with most battleships, the best choice, as it increases the overall surviveability of this fast but fragile battlecruiser. | |||
+ | ||||
+ | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
+ | ||||
+ | {{Commander Skills | |||
+ | | Priority Target = 1 | |||
+ | | Preventative Maintenance = 2 | |||
+ | | Expert Loader = | |||
+ | | Aircraft Servicing Expert = | |||
+ | | Direction Center for Catapult Aircraft = 1 | |||
+ | | Dogfighting Expert = | |||
+ | | Incoming Fire Alert = 1 | |||
+ | | Evasive Maneuver = | |||
+ | ||||
+ | | High Alert = 2 | |||
+ | | Jack of All Trades = 2 | |||
+ | | Expert Marksman = 3 | |||
+ | | Torpedo Acceleration = | |||
+ | | Smoke Screen Expert = | |||
+ | | Expert Rear Gunner = | |||
+ | | Adrenaline Rush = 1 | |||
+ | | Last Stand = | |||
+ | ||||
+ | | Survivability Expert = | |||
+ | | Basics of Survivability = 2 | |||
+ | | Torpedo Armament Expertise = | |||
+ | | Emergency Takeoff = | |||
+ | | Basic Firing Training = 2 | |||
+ | | Superintendent = 3 | |||
+ | | Demolition Expert = | |||
+ | | Vigilance = 2 | |||
+ | ||||
+ | | Manual Fire Control for Secondary Armament = 1 | |||
+ | | Fire Prevention = 3 | |||
+ | | Inertia Fuse for HE Shells = 1 | |||
+ | | Air Supremacy = | |||
+ | | Advanced Firing Training = 2 | |||
+ | | Manual Fire Control for AA Armament = 1 | |||
+ | | Radio Position Finding = 1 | |||
+ | | Concealment Expert = | |||
+ | }} | |||
+ | ||||
+ | |Consumables=<!-- write text about selection of Consumables below --> | |||
+ | Players can equip the following [[Ship:Consumables|consumables]] on ''Kongo'': [[Ship:Consumables#Damage_Control_Party|Damage Control Party]], [[Ship:Consumables#Repair_Party|Repair Party]], and a choice between [[Ship:Consumables#Spotting_Aircraft|Spotting Aircraft]]. [[Ship:Consumables#Damage_Control_Party|Damage Control Party]] and [[Ship:Consumables#Repair_Party|Repair Party]] to maximize surviveability. | |||
+ | ||||
+ | |Camouflage=<!-- write text about useful camouflage below --> | |||
+ | [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells. | |||
+ | ||||
+ | ||||
+ | |Signals=<!-- write text about best set of signals below --> | |||
+ | As with all battleships, ''Kongo'' comes with 8 [[Ship:Flags#Signals|signal flag]] slots. The three most important flags are India Delta, Juliet Yankee Bissotwo and India Yankee; all of which will improve your surviveability. If the captain goes with the '''Secondary Build''', the addition of Mike Yankee Soxisix will further improve the performance of ''Kongo''’s secondaries. | |||
|Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> | |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> |
Revision as of 08:56, 20 January 2017
356 mm/45 41st Year Type in a twin turret4 х 2 pcs. |
Rate of Fire1.94 shots/min. |
Reload Time31 sec. |
Rotation Speed3 deg./sec. |
180 Degree Turn Time60 sec. |
Firing Range19.27 km. |
Maximum Dispersion236 m. |
HE Shell356 mm HE Type0 |
Maximum HE Shell Damage5,700 |
Chance of Fire on Target Caused by HE Shell25 % |
Initial HE Shell Velocity805 m./s. |
HE Shell Weight625 kg. |
AP Shell356 mm AP Type5 |
Maximum AP Shell Damage10,000 |
Initial AP Shell Velocity790 m./s. |
AP Shell Weight635.5 kg. |
127 mm/40 Type 89 on a Model A1 mount4 х 2 pcs. |
Firing Range4.3 km. |
Rate of Fire12 shots/min. |
Reload Time5 sec. |
HE Shell127 mm HE Type0 |
Maximum HE Shell Damage2,100 |
Initial HE Shell Velocity725 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
152 mm/50 41st Year Type on a casemate mount14 х 1 pcs. |
Firing Range4.3 km. |
Rate of Fire6 shots/min. |
Reload Time10 sec. |
HE Shell152 mm HE Type4 |
Maximum HE Shell Damage2,500 |
Initial HE Shell Velocity825 m./s. |
Chance of Fire on Target Caused by HE Shell9 % |
127 mm/40 Type 89 on a Model A1 mount4 х 2 pcs. |
. . . Average Damage per Second40.4 |
. . . Firing Range5.01 km. |
13 mm/76 Type 93 on a twin mount12 х 2 pcs. |
. . . Average Damage per Second24 |
. . . Firing Range1.2 km. |
Maximum Speed24.9 knot |
Turning Circle Radius770 m. |
Rudder Shift Time17.2 sec. |
Surface Detectability Range15.71 km. |
Air Detectability Range9.36 km. |
Kongō — Japanese Tier V battleship.
When she was commissioned, Kongo was the most advanced battlecruiser in the world. She was the first among battlecruisers and battleships to be equipped with 356 mm main battery guns. Unlike previous Japanese dreadnoughts, Kongo received a thinner armor belt while her deck armor and torpedo protection were reinforced.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
Player Opinion
Performance
Pros:
- Great gun range: Reaching out to 21+ kilometers, she has the second highest range in the mid tiers after Fuso
- Impressive speed: Kongo can reach 30 knots, allowing her to keep up with cruisers and relocate if needed
- Decent agility: She is surprisingly maneuverable and can cover her turning circle quite quickly
- Good gun characteristics: her guns are accurate, powerful, and have decent penetration
- Feels like a modern battleship in a world of outdated WW1 era ships
- Has beautiful Arpeggio of Blue Steel Counterparts
Cons:
- Low AA suite potency: Her AA suite will not do much against higher tier aircraft
- High detection range: She is easily seen at 16km, but not much of a problem, as she can fire 21 km
- Battlecruiser armor: Her weak armor is easily penetrated by battleship shells, though it can be partially overcome with angling.
- Sluggish rudder shift time: It takes a long time for her to start turning compared to USN Battleships
- Being a mid tier battleship, her dispersion is still somewhat high at longer range, but this is mitigated my installing Aiming Systems 1.
Research
Optimal Configuration
Upgrades
At tier five, Kongo only comes with three upgrade slots. For slot 1, Main Armaments Modification 1 is a must as Kongo`s lack of armour means she her guns are often incapacitated under heavy fire. For slot 2, Aiming Systems Modification 1 will usually be the stronger choice as Kongo`s base secondary range is only 4km, but the correct build can take this range up to 6km, so Secondary Battery Modification 2 can be viable for a secondary-focused build. For slot 3, Damage Control System Modification 1 is, as with most battleships, the best choice, as it increases the overall surviveability of this fast but fragile battlecruiser.
Commander Skills
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
Players can equip the following consumables on Kongo: Damage Control Party, Repair Party, and a choice between Spotting Aircraft. Damage Control Party and Repair Party to maximize surviveability.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
Signals
As with all battleships, Kongo comes with 8 signal flag slots. The three most important flags are India Delta, Juliet Yankee Bissotwo and India Yankee; all of which will improve your surviveability. If the captain goes with the Secondary Build, the addition of Mike Yankee Soxisix will further improve the performance of Kongo’s secondaries.Gallery
Historical Info
Historical Gallery