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| The Kongo is one of the more fun battleships to play with, particularly when in her own tier. At her tier and anything within her matchmaking table she outranges because of her maxed out range of 21.2 km and with a scout plane active, the Kongo can have a range comparable to a Yamato that did not launch its spotting plane with a total of 25.44 km. interestingly enough, she's also the first deviation in the Japanese battleship line with Amagi being the last of it because after being in the tier III and IV dreadnoughts Kawachi and Myogi respectively, the Kongo makes you adapt to a newer style as she does not fully have the armor to get in all out salvofests with dreadnoughts such as her US tier 5 counterpart the New York which has better armor but low speed before going back to dreadnoughts again when you reach Fuso. At her tier however, she takes her pride as the fastest battleship along with her decent maneuverability which can ease the burden of performing evasive maneuvers against salvos or torpedoes. | | | The Kongo is one of the more fun battleships to play with, particularly when in her own tier. At her tier and anything within her matchmaking table she outranges because of her maxed out range of 21.2 km and with a scout plane active, the Kongo can have a range comparable to a Yamato that did not launch its spotting plane with a total of 25.44 km. interestingly enough, she's also the first deviation in the Japanese battleship line with Amagi being the last of it because after being in the tier III and IV dreadnoughts Kawachi and Myogi respectively, the Kongo makes you adapt to a newer style as she does not fully have the armor to get in all out salvofests with dreadnoughts such as her US tier 5 counterpart the New York which has better armor but low speed before going back to dreadnoughts again when you reach Fuso. At her tier however, she takes her pride as the fastest battleship along with her decent maneuverability which can ease the burden of performing evasive maneuvers against salvos or torpedoes. |
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? | As a battlecruiser, you pay for that maneuverability with lighter armor protection. Presenting your broadside to any battleship opponent, even tier 3's, is very dangerous and will quickly get you sunk. Kongo can also see up to Tier 8 battleship opponents that are unlikely to bounce a shot at even extreme angles and fire enough of them to sink her in one salvo. | | + | As a battlecruiser, you pay for that maneuverability with lighter armor protection. Presenting your broadside to any battleship opponent, even tier 3's, is very dangerous and will quickly get you sunk. Kongo can also see up to Tier 7 battleship opponents that are unlikely to bounce a shot at even extreme angles and fire enough of them to sink her in one salvo. |
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| At stock, you WILL have problems when a match has aircraft carriers on it because of her stock battlecruiser configuration which has a nonexistent AA suite which will give you problems when carrier players are hellbent in sinking you and you don't have escorts with good AA suites themselves with you, adding the fact that you should treat this particular hull having virtually no torpedo bulges to protect against torpedo hits but your guns and surface combat ability can keep you in-line despite having a nonexistent AA suite. | | | At stock, you WILL have problems when a match has aircraft carriers on it because of her stock battlecruiser configuration which has a nonexistent AA suite which will give you problems when carrier players are hellbent in sinking you and you don't have escorts with good AA suites themselves with you, adding the fact that you should treat this particular hull having virtually no torpedo bulges to protect against torpedo hits but your guns and surface combat ability can keep you in-line despite having a nonexistent AA suite. |
Revision as of 22:05, 29 May 2016
Kongō — Japanese Tier V battleship.
In 1910, Japan ordered a new battlecruiser from British company Vickers, and Japanese engineers also participated in the design process. During World War I, Kongō supported Japanese troops during the Siege of Tsingtao and took part in patrol operations. During World War II, the ship covered the landings in Malaya and the Philippines, and she participated in the Battles of Midway, the Santa Cruz Islands, Guadalcanal, the Philippine Sea, and Leyte Gulf. On November 21, 1944, Kongō took two torpedo hits from submarine USS Sealion and sank a few hours later.
Modules
|
Rate of Fire (shots/min) | 180° Turn Time (sec) | Maximum Dispersion (m) | Maximum HE Shell Damage (HP) | Chance of Fire on Target Caused by HE Shell (%) | Maximum AP Shell Damage (HP) |
|
(exp) |
() |
356 mm/45 41st Year Type in a twin turret | 1.9 | 60 | 236 | 5,700 | 25 | 10,000 |
| 0 | 190,000 |
|
Hit Points (HP) | (mm) | (mm) | Main Turrets (pcs.) | Secondary Gun Turrets (pcs.) | AA Mounts (pcs.) | Torpedo Tubes (pcs.) | Hangar Capacity (pcs.) |
|
(exp) |
() |
Kongō (A) | 49,500 | 13 | 254 | 4 | 4/14 | 12/4 | | |
| 0 | 230,000 |
Kongō (B) | 54,100 | 13 | 254 | 4 | 4/14 | 4/2/6/4 | | |
| 6,500 | 480,000 |
|
IDS_SHIP_PARAM_SUO_INCREASE_DIST (%) | Maximum Firing Range (km) |
|
(exp) |
() |
Type5 mod. 1 | | 0 |
| 0 | 76,000 |
Type5 mod. 2 | | 0 |
| 3,600 | 240,000 |
|
Maximum Speed (knot) |
|
(exp) |
() |
Propulsion: 75,000 hp | 24.9 |
| 0 | 110,000 |
Propulsion: 136,000 hp | 30 |
| 2,000 | 240,000 |
Compatible Upgrades
Player Opinion
Performance
Pros:
- Great gun range
- impressive speed for a battleship at 30 knots
- Decent agility
- reasonable shell speed to target
- Excellent dispersion
- Feels like a modern battleship in a world of outdated WW1 era ships.
Cons:
- Anti-air is lacking, even fully upgraded. her stock battlecruiser hull has virtually no AA guns on her
- Easily Detected (16km)
- Battlecruiser armor, however can be overcome with angling.
- Sluggish rudder shift time compared to USN Battleships
Research
With an Anti-air rating of 3 in the stock configuration, the first thing you'll notice with the Kongo is how enemy carriers laugh at her. One of the first things however that you should get is the propulsion upgrade. Whilst it doesn't help with aircraft, the increase in maneuverability and speed is noticeable. After upgrading the propulsion the hull is probably best next. With a default gun range of 19.3km, the Kongo still out-ranges most of its opponents and the AA increase and the addition of the scout plane is well worth it. The scout plane will give you a 20% range increase when active, effectively making it longer than the aiming system upgrade. Once you have done the hull there is only the aiming system to go, which afterwards makes this a potent war machine.
Alternatively, since the ship is already faster than her American counterparts with a 25 knot speed stock, you can instead focus on getting both Hull upgrades. Both upgrades increase the turret traverse and decrease the main battery reload times while also adding additional AA firepower. The B hull is also noteworthy in that it increases the deck armor and minimum citadel armor, allowing her to survive the long range gunnery duels she excels at a little easier. After getting both hull upgrades getting the speed upgrade should follow since increasing the range on the Kongo isn't necessary. Getting the range upgrade increases you maximum dispersion, but only by 17 meters which for a battleship is unnoticeable.
Gallery