Kongo
Revision as of 14:01, 29 June 2018 Added 3D model. | Revision as of 05:24, 19 February 2019 Auxiliary Armaments Modification 1 | |||
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* '''Slot 3''': {{Aiming Systems Modification 1}}<nowiki>*</nowiki> | * '''Slot 3''': {{Aiming Systems Modification 1}}<nowiki>*</nowiki> | |||
? | '''Slot 1''' provides players with the first option in choosing a desired role. Typically, | + | '''Slot 1''' provides players with the first option in choosing a desired role. Typically, {{Main Armaments Modification 1}} is recommended to provide additional survivability to the main battery, but players who desire to specialize in the secondary or anti-aircraft armament should choose {{Auxiliary Armaments Modification 1}}. | |
? | '''Slot 3''' allows for further specialization. Generally, | + | '''Slot 3''' allows for further specialization. Generally, {{Aiming Systems Modification 1}} is recommended because it reduces shell dispersion of the main and secondary armaments. To increase the effectiveness of the anti-aircraft armament, mount {{AA Guns Modification 1}}. Players wishing to specialize for secondaries should mount {{Secondary Battery Modification 2}}. | |
Revision as of 05:24, 19 February 2019
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 WWI era ships.
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 out to 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 American battleships.
- Being a mid-tier battleship, her dispersion is still somewhat high at longer range. This can be mitigated my installing Aiming System Modification 1.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Kongō are as follows:
- Slot 1: Main Armaments Modification 1 *
- Slot 2: Damage Control System Modification 1
- Slot 3: Aiming Systems Modification 1 *
Slot 1 provides players with the first option in choosing a desired role. Typically, Main Armaments Modification 1 is recommended to provide additional survivability to the main battery, but players who desire to specialize in the secondary or anti-aircraft armament should choose Auxiliary Armaments Modification 1 .
Slot 3 allows for further specialization. Generally, Aiming Systems Modification 1 is recommended because it reduces shell dispersion of the main and secondary armaments. To increase the effectiveness of the anti-aircraft armament, mount AA Guns Modification 1 . Players wishing to specialize for secondaries should mount Secondary Battery Modification 1 ().
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
Kongō can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Repair Party
- Slot 3: Spotting Aircraft
Spending credits or doubloons on Damage Control Party II () and Repair Party II () are recommended to maximize survivability.
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 survivability. Captains wishing to improve the performance of their secondary battery should consider the addition of Mike Yankee Soxisix ().
Recommended Signal Flags | |||||
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Combat | |||||
|
★★★ |
★★★ |
★ |
|
|
|
★★ |
★★ |
★★ |
★ |
★★★ |
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery