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? | 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. She's also the second battlecruiser in the Japanese battleship line with Amagi being the last of it because after being in the tier III [[Ship:Kawachi|Kawachi]], 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 and German Tier 5 counterpart New York and König, which has better armor but lower speed before going back to dreadnoughts again when you reach [[Ship:Fuso|Fuso]]. 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. 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. | | + | 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. She's also the first battlecruiser in the Japanese battleship line, with Amagi being the second. After playing in the tier III [[Ship:Kawachi|Kawachi]], 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 and German Tier 5 counterpart New York and König, which have better armor but lower speed, before going back to dreadnoughts again when you reach [[Ship:Fuso|Fuso]]. 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. 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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? | With the removal of the Kongo A hull, she is a painless grind and has fairly strong AA even when stock. | | + | |
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| |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. --> |
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| * Good gun characteristics: her guns are accurate, powerful, and have decent penetration | | | * 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 | | | * Feels like a modern battleship in a world of outdated WW1 era ships |
| | + | * Has beautiful Arpeggio of Blue Steel Counterparts |
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| |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | | | |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |
| * Low AA suite potency: Her AA suite will not do much against higher tier aircraft | | | * Low AA suite potency: Her AA suite will not do much against higher tier aircraft |
? | * High detection range: She is easily seen at 16km | | + | * 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. | | | * 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 | | | * 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 quite high at longer range | | + | * Being a mid tier battleship, her dispersion is still somewhat high at longer range, but this is mitigated my installing Aiming Systems 1. |
? | * There is little point of using spotting plane when having the longest based firing range of her tier | | + | |
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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(formerly C) 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. Without a C hull anymore, Kongo is a rather short grind these days. 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. Getting the range upgrade increases your maximum dispersion, but only by 17 meters which for a battleship is unnoticeable. | | + | 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. |
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? | For her Equipment, as usual the Main Armaments Modification 1, improving the resilience of her main batteries, and the Damage Control Systems Modification 1, giving a minor improvement to her fire resistance and torpedo protection, should be fitted. At Tier 5, Kongo can mount Slot 2 equipment, of which the Aiming Systems Modification 1 is generally the best choice, improving her accuracy at the long ranges she can fire at. | | + | For her Equipment, as usual the Main Armaments Modification 1, improving the resilience of her main batteries, Aiming Systems 1 to help with long range dispersion, and the Damage Control Systems Modification 1, giving a minor improvement to her fire resistance and torpedo protection, should be fitted. |
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? | Her captain, if carried over from previous ships, should already have either Basics of Survivability or Basic Firing Training, Expert Marksman, and either Vigilance, High Alert, or Superintendent. For her fourth skill, Advanced fire control, which extends the range of her AA and secondary batteries should be selected. If keeping her or outfitting her almost identical Arpeggio of Blue Steel counterparts, you can ignore Advanced Fire Control, and select among the lower skills, or alternatively select Manual Control for AA Armaments (which requires manual targeting to activate, or your long ranged AA guns won't even fire), which can be combined with the Basic Fire Control Skill and the AA Guns Modification 2 Equipment upgrade to give her fearsome AA capabilities that can shred aircraft squadrons at her tier and lower from long range. If you have the time to grind her or are bringing a captain from higher up the line, getting Concealment Expert reduces her detection range to 13.5 km (14 km for her ARP counterpart), and can make her quite flexible at fighting at medium ranges. | | + | Her captain, if carried over from previous ships, should already have either Basics of Survivability or Basic Firing Training. Expert Marksman, and either Vigilance, High Alert, or Superintendent should be selected. For her fourth skill, Advanced fire control, which extends the range of her AA and secondary batteries should be selected. If keeping her or outfitting her almost identical Arpeggio of Blue Steel counterparts, you can ignore Advanced Fire Control, and select among the lower skills, or alternatively select Manual Control for AA Armaments (which requires manual targeting to activate, or your long ranged AA guns won't even fire), which can be combined with the Basic Fire Control Skill and the AA Guns Modification 2 Equipment upgrade to give her fearsome AA capabilities that can shred aircraft squadrons at her tier and lower from long range. If you have the time to grind her or are bringing a captain from higher up the line, getting Concealment Expert reduces her detection range to 13.5 km (14 km for her ARP counterpart), and can make her quite flexible at fighting at medium ranges. |
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| |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> |
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.
For her Equipment, as usual the Main Armaments Modification 1, improving the resilience of her main batteries, Aiming Systems 1 to help with long range dispersion, and the Damage Control Systems Modification 1, giving a minor improvement to her fire resistance and torpedo protection, should be fitted.
Her captain, if carried over from previous ships, should already have either Basics of Survivability or Basic Firing Training. Expert Marksman, and either Vigilance, High Alert, or Superintendent should be selected. For her fourth skill, Advanced fire control, which extends the range of her AA and secondary batteries should be selected. If keeping her or outfitting her almost identical Arpeggio of Blue Steel counterparts, you can ignore Advanced Fire Control, and select among the lower skills, or alternatively select Manual Control for AA Armaments (which requires manual targeting to activate, or your long ranged AA guns won't even fire), which can be combined with the Basic Fire Control Skill and the AA Guns Modification 2 Equipment upgrade to give her fearsome AA capabilities that can shred aircraft squadrons at her tier and lower from long range. If you have the time to grind her or are bringing a captain from higher up the line, getting Concealment Expert reduces her detection range to 13.5 km (14 km for her ARP counterpart), and can make her quite flexible at fighting at medium ranges.