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Valkyr's Ship Guides: Kronshtadt

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After another 200 or so battles in the Stronkshtadt Kronshtadt, I figured I might as well write a guide on her.

Anyway, down to the guide.  Listen to this while you're reading.

Guide written as of: 0.7.7-0.7.8

Project 69 Heavy Cruiser 

Stronkshtadt Kronshtadt

The Stalinium Cruiser Battleship

q51HZoE.jpg

Yes, you read that right, Kronshtadt is considered a heavy cruiser by Soviet standards.  This might seem outrageous, but Soviet designs are very big for their armament.  Time for a history lesson from a Russian perspective!

Spoiler

sg_0IByjN9Fk3.jpg
Consider that Chapayev and Mikhail Kutuzov (Sverdlov-class) are considered light cruisers, and they weigh more than 14,000 and 16,500 tons fully loaded respectively.  Baltimore, a heavy cruiser, weighs 17,000 tons fully loaded.  I’m not saying that Soviet designs are good or bad by any standards, but they are not weight-efficient at all.

Now, they DID consider the Des Moines and Baltimore-class cruisers to be medium cruisers, and they classified Alaska as a heavy cruiser (if my rough Russian translations are correct).  The counterparts of said ships would be Project 66 (Moskva in-game) and/or Project 82 (Stalingrad). 

Now where does Project 69 fall?  Well, Project 69 was the first Heavy Cruiser design to be approved for construction.  She actually lacks a lot of distinct Soviet/Italian traits, such as distributed armor.

The Soviet industry proved to be very poor at constructing a large scale fleet, as they were plagued by numerous problems.  Quality problems, poor productivity, limited industrial capacity, inability to manufacture beyond a certain magnitude, all of these were slowing down the construction of any capitol ship in the Soviet navy.  Notably, the fact the Sovetsky Soyuz was being prioritized over the Kronshtadt left both programs crawling slowly in progress. 

Kronshtadt was laid down on November 30th, 1939 in Leningrad, and was halted at about 11% completed when Germany commenced Operation Barbarossa.  Material from her was taken to help fend off the Germans during the Siege of Leningrad, and she could have been completed post-war.  However, she was ordered scrapped on March 24th, 1947.  Her sister ship, Sevastopol, was laid down on November 5th, 1939, and about 12% completed as of June 22nd, 1941 in Nikolayev, a city in the Black Sea region.  The Germans captured the city, and stripped material off of her incomplete hull.  However, when the Germans left the city, they destroyed her building slip and the hull, leaving her a loss.  She was ordered scrapped on the same day as Kronshtadt.   

  

Quick Summary

Anyway, down to comparisons.

Most Relatable Ships:                                              Stalingrad Alaska Scharnhorst

Resemblance: Clone Sister-Ship / Related Class Similar Role Unique

In terms of being unique, Kronshtadt is pretty high up.  She’s only barely related to Stalingrad and otherwise just has a similar role to Stalingrad, Alaska and Scharnhorst as fast-firing cruiser killers.  Think of playing Kronshtadt as a less aggressive Scharnhorst, more like a British battleship.  You stay at range, shooting at people when the opportunities arise.

Speaking of how to play, we should break down the skill requirements.

For those of you who don’t know what these are, “skill floor” is the experience needed to play the ship.  “Skill ceiling” is the max amount of effect you can have on a match.

Skill Floor: Low / Low-Medium / Medium / Medium-High High / Extreme

Skill Ceiling: Low / Low-Medium / Medium / Medium-High High / Extreme

This ship is pretty easy to play.  It doesn’t require much attention to detail, but taking advantage of opportunities in this ship can be extremely beneficial.  With the amount of vision control one has with a spotter plane AND radar mounted simultaneously, you can bully cruisers around with your big guns, scare battleships off, and chase destroyers with radar.

The only thing you can’t do anything against is carriers, trusting your comrades’ AA fire is how you’re gonna have to live.  Equipping defensive fire is pretty meaningless, cause your AA mounts get knocked out fast, and your AA is still poor anyway.

Strengths:

  • Large HP pool beating Tier VIII battleships.  Only cruiser that has more is comrade Stalingrad.
  • Turrets are very well protected against cruisers
  • 230mm belt and very low citadel makes her basically immune to cruiser AP citadels.
  • 305mm guns have massive amount of penetration, equivalent to 406mm guns in some regards.
  • Rate of fire is pretty good for such powerful guns.
  • Turret arcs are insanely good, you can fire all your turrets while safely angled.
  • Very high speed for a ship of such large size, extremely good engine response due to a very large engine output of 231,000 shp, only beaten by Hakuryu (240,000), and Stalingrad (280,000).
  • Long range radar at 11.7 km, can drive away destroyers and British cruisers just with the fear factor, and is great for pushing caps.
  • Very good turning radius and response for such a large ship.
  • Concealment, when fully built, is 700 meters from your radar range, making it very possible to detect destroyers that wander into your spotting range.  An easy tactic is to get spotted, wait a few seconds, then radar, and kite away.
  • Has unrivaled vision control with the ability to mount Spotter Plane and Radar at the SAME time.

Weaknesses

  • Massive citadel rivaling the Soviet Union in length, has extended citadel hitboxes on the ends that can be overmatched.
  • The entire ship outside of the 230mm main belt and turrets has no armor, making her susceptible to HE spam and AP overmatch.  Do not bow-tank with her.
  • Fires last 45 seconds instead of 30 seconds.
  • Gun turrets eat a lot of penetrations from battleships, causing incapacitations.
  • AP bounces if your target is angled even slightly.
  • AP flies a bit too fast at times, it will overpenetrate most cruisers below 10 km if you aren’t going for underwater penetrations.
  • You outturn your turrets with Main Battery Mod 3, even with Expert Marksman to help mitigate it.
  • Dispersion ellipse is about as big as the Soviet Union, even with 2.05 sigma, the ship will sometimes completely miss battleships.
  • The AA is about as effective as Stalin’s Five Year Plan on the Soviet Economy
  • You will get citadeled by AP bombs and you will go to Gulag.
  • Rudder shift time is sluggish, very slow compared to most cruisers.
  • Radar lasts a measly 20 seconds, enough for you to, at most, get off 2 salvos at your target (this can be fixed to an extent with equipping Surveillance Radar Modification 1, making you guarantee 2 salvos usually).
  • With how much AA is at T8-10, spotter planes will get destroyed pretty fast if you are using them too close.

 

Long and Comprehensive Review

 

Spoiler

Survivability

 

Hit Points: 71,050

Fire Duration: 45 seconds

Torpedo Defense Rating: 34%

Armor:

  • Extremities: 25mm
  • Deck and upper belt from Turret 1 to 3: 25mm
  • Frontal Citadel Bulkhead: 330mm
  • Armor Belt: 230mm
  • Inside Lower Citadel Belt: 90mm, giving a rough protection of about 350mm.
  • Citadel Deck: 30mm above engines and magazines, 15mm above ends
  • Turrets: 305mm faceplate on turrets, 125mm roof and sides, 305mm rear, 100mm underside
  • Barbettes: 330mm mostly, 30mm lower barbette
  • Superstructure: 16mm mostly, 330mm conning tower.

Kronshtadt defies the High Citadel Rule of Russians, and in fact is nearly impossible to citadel when straight broadside.  Ironically enough, she’s easier to citadel when TURNING then she is when not turning.  Turning in will lift the citadel out of the water and angle your armor more perpendicular to shells, turning out will allow shells to fall into the spaced armor gap more easily. 

 

Now, that being said, the ship is extremely tough, not because its armor, but because of its massive HP pool.  Kiting away will help you survive, and people would get greedy to kill you.  There is one thing to note, do not let the enemy battleships hit you on the stern, cause that will likely citadel you.

 

Also, important to note, Republique, Yamato, and Musashi can citadel you through citadel roof overmatch.  Treat these ships with some caution.  Your end citadel bulges can be overmatched by Moskva, Henri IV, and all battleships.

 

Do I even need to do a survivability comparison?  Or should I compare this thing to battleships?

Here’s it for cruisers.  Fun fact, I order these by their date of release.

 

Cruiser

HP

HE Resistance

AP Resistance

Citadel Height/Length

Torpedo Defense

Buffalo

47,800

Poor, 27mm

OK, can bounce up to 381mm

Only hittable at the engine spaces, rest are underwater

4%

Ibuki

39,000

Poor, 25-32mm, doesn’t stop most HE anyway

Poor, long citadel and very easily overmatchable

Citadel between forward and aft turrets is above the water, magazines are at the waterline.

18%

Roon

49,500

Poor, 27mm

Good, turtleback provides extreme citadel resistance

Entire length of vital sapces, protected by a turtleback, very tough to citadel unless fully broadside

16%

Dmitri Donskoi

43,400

Poor, 25mm

OK, has spaced armor so she’s hard to citadel unless broadside

Half of the hull height, but spaced, easy to hit when fully broadside, otherwise is rather safe.

18%

Neptune

44,900

Worst, 16mm

Worst, overmatched by 240mm+

Extremely high, very easy to citadel.  Do I need to explain more?

13% (I dunno how, but ok)

Saint Louis

40,900

Poor, 25mm

OK, has spaced armor to mitigate shells when angled.

Very high but spaced armor around the engine spaces, “I” shape with the magazines can be a weakness.

21%

Kronshtadt

71,050

Poor, 25mm

OK, tough to citadel, thick armor belt, but still over-matchable roof

Waterline, Overmatchable by 431mm+, bulges at ends overmatchable by 220mm+

34%

Seattle

43,600

Poor, 25mm

Poor, overmatched by most BBs.

Above Waterline, 102mm belt, very easily citadeled.

4%

Alaska*

60,800

Good, 36mm covering the deck

Good, tough to citadel, thick belt of 229mm

Submarine citadel with 19mm roof, good luck hitting this thing without some serious luck

13%

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

*under development, subject to change, stats taken from Dev Blog, this will be for all the comparisons I make
 

Since Alaska is the next “large cruiser” that’s similar to Kronshtadt, I decided to throw her in for a comparison.  It’s fair I guess.  All stats for Alaska can be found on the development blog.

 

Cruiser

HP

HP/Second (Percent and Active Time)

HP/Repair (With India Delta Mounted)

Max Possible HP*

Buffalo

47,800

239 HP (0.5% x 28 sec.)

6,692 HP (8,030 HP)

79,922

Ibuki

39,000

195 HP (0.5% x 28 sec.)

5,460 HP (6,552 HP)

65,208

Roon

49,500

248 HP (0.5% x 28 sec.)

6,930 HP (8,316 HP)

82,764

Dmitri Donskoi

43,400

217 HP (0.5% x 28 sec.)

6,076 HP (7,291 HP)

72,565

Lol Superheal

44,900

898 HP (2% x 20 sec.)

17,960 HP (21,552 HP)

131,108

Saint Louis

40,900

205 HP (0.5% x 28 sec.)

5,726 HP (6871 HP)

68,385

Stronkshtadt

71,050

355 HP (0.5% x 28 sec.)

9,947 HP (11,936 HP)

118,796

Seattle

43,600

218 HP (0.5% x 28 sec.)

6,104 HP (7,325 HP)

72,899

Alaska

60,800

304 HP (0.5% x 28 sec.)

8,512 HP (10,214 HP)

101,658

*with superintendent, premium repair party, and India Delta.

Kronshtadt has unrivaled HP pool among Tier 9 cruisers, well, besides the Neptune, but that thing gets deleted pretty fast.

Seeing this would make you think the Kronshtadt is pretty OP, but there’s still a lot to cover.

 

Artillery

2qJjRqk.jpg

Main Battery: 3 x 3 305mm/54 MK-15

Rate of Fire: 3.24 rounds per minute

Reload Time: Approximately 18.5 seconds

            180o Turn Time: 35.29 seconds

            Traverse Speed: 5.1 degrees per second

            Range: 18.19 km

            Dispersion: 241 meters

            Sigma: 2.05

            HE Damage: 4,200

            Fire Chance: 24%

            HE Velocity: 920 m/s

            HE Shell Weight: 374.7 kg

            AP Damage: 9,000

            AP Velocity: 900 m/s

            AP Shell Weight: 471 kg

 

These are the real icing on the cake.  The Kronshtadt’s guns are devastating to say the least.  You are able to citadel battleships at 12 km or below, not to mention at any range you can citadel all cruisers you see.  They also have quite good rate of fire for such powerful guns. 

There are significant downsides, however.  First off, the high velocity is bad at close range, you’ll overpen cruisers at close range.  Secondly, the dispersion ellipse is the size of battleships, and with the high velocity, the dispersion gets spread out very badly.  I kid you not, I’ve had times where I straddled a fully broadside battleship.  Just for reference, Yamato and Musashi have 275 meters of dispersion at 26.63 km, or about 10.33 meters/km.  Iowa and Montana have 12.52 meters/km.  Grosser Kurfurst has about 12.95 meters/km, regardless of armament choice.  Conqueror has 12.45 meters/km, regardless of armament choice.  All of these battleships have triple turrets, which make a fair comparison.

Kronshtadt has 241 meters of dispersion at 18.19 km, which is 13.25 meters/km, not to mention the high velocity which makes the dispersion extremely large.  This ratio is the worst in the tiers she can see.

How does that compare to other large-caliber cruisers?  Well, Graf Spee, a ship with her own unique dispersion range, has about 11.37 meters/km.  Stalingrad has 10.71 meters/km.  Scharnhorst, a cruiser-like battleship, has 13.09 meters/km.  Oktyabrskaya Revolutsiya, which shares a similar turret design and barrel spacing, has 13.55 meters/km. 

Alright, rant over, just wanna point out this thing is far from being an accurate battleship, as most people seem to think.

Back to what we were talking about.  The shells have a high chance to bounce if you shoot angled targets.  Switch to HE on angled cruisers and battleships, and although the HE is quite disappointing for something of its size, it works better than bouncing. 

OK, so you might be thinking, what the heck, what’s the point of playing this ship if it’s so iffy on its guns?  Well, that’s personal preference in my opinion.  The ship punishes stupidity VERY hard, and there’s nothing more satisfying than taking out a cruiser from full HP with this ship.

Now, let’s get down to some comparisons.

Cruiser

Main Armament

Rate of Fire

HE Damage

(Fire Chance)

HE DPM
(Fires Per Min.)

AP Damage

AP DPM

Buffalo

4x3 203mm/55 Mk15

4.62

2,800 (14%)

155,232 (7.76)

5,000

277,200

Ibuki

5x2 203mm/50 3rd Year Type mod. E

4

3,300 (17%)

132,000 (6.8)

4,700

188,000

Roon

3x3 203mm L/60 SK C/34

5.45

2,500 (13%)

122,625 (6.38)

5,900

289,395

Dmitri Donskoi

4x3 180mm/57 MK-3-180M

4.8

2,500 (13%)

144,000 (7.488)

4,400

253,440

Neptune

4x3 152mm/50 Mk XXV

12

N/A

N/A

3,200

460,800

Saint Louis

3x3 203mm/55 Mle 1934

5*

2,800 (15%)

126,000 (6.75)

4,900

220,500

Kronshtadt

3x3 305mm/54 MK-15

3.24

4,200 (24%)

122,472 (7)

9,000

262,440

Seattle

4x3 152mm/47 D.P. Mk17

9.23

2,200 (12%)

243,672 (13.29)

3,200

354,432

Alaska

3x3 305mm/50 Mk8

3

4,300 (27%)

116,100 (7.29)

8,900

240,300

*as of 0.7.8, Saint Louis will have a 12 second reload but Main Battery Reload Booster, making it difficult to say how much actual DPM she has.  Main Battery Reload Booster cuts the reload by 50% for 15 seconds.

DPM isn’t everything, however, and individual shell quality and ballistics matter just as much if not more.

Just for reference, standard cruiser fuse time is 0.025 seconds.  Fuse times matter when it comes to overpenning or not overpenning.  Less fuse time, better against less armor, more fuse, better against more armor.  Standard bounce angles are 60+ degrees always bounce, 45-60 sometimes bounce, 0-45 never bounce.   All cruisers have 2.05 sigma.

Cruiser

Main Armament
(Dispersion-Range Ratio)

HE Penetration (With IFHE)

AP Shell Weight (Krupp)*

Initial AP Velocity (Drag Coef.)**

AP Penetration at 10 km

(Flight Time)

Special Perks

Buffalo

4x3 203mm
(9.00 meters/km)

33.833mm (43,983)

152 kg

(2919)

762 m/s
(0.356)

265.58mm
(5.77 seconds)

Boosted Krupp
Reduced bounce angles, 67.5+ degrees always bounce, 60-67.5 sometimes, 0-60 never

Ibuki

5x2 203mm
(8.22 meters/km)

33.833mm (43.983)

125.85 kg
(2468)

840 m/s
(0.337)

206.81mm
(5.44 seconds)

None

Roon

3x3 203mm
(8.70 meters/km)

50.750mm (65.975)

122 kg
(2409)

925 m/s
(0.2974)

238.17mm

(4.74 seconds)

¼ pen HE shells

Dmitri Donskoi

4x3 180mm
(8.72 meters/km)

30.000mm (39.000)

97.5 kg
(2370)

925 m/s
(0.2778)

234.9mm
(4.69 seconds)

Battleship fuse time of 0.033 seconds

Neptune

4x3 152mm
(8.89 meters/km)

N/A

58.85 kg

(2672)

768 m/s
(0.3475)

138.97mm

(6.52 seconds)

Super Short-fuse of 0.005 seconds, super-reduced bounce angles 75 degrees+ always bounce, 60-75 degrees sometimes, 0-60 never

Saint Louis

3x3 203mm
(8.07 meters/km)

33.83mm (43.983)

134 kg
(2434)

845 m/s
(0.3300)

225.94mm
(5.24 seconds)

Main battery reload booster, unpredictable Rate of Fire

Kronshtadt

3x3 305mm
(13.25 meters/km)

50.83mm (66.083)

471 kg

(2400)

900 m/s
(0.2298)

526.54mm

(4.12 seconds)

Battleship fuse time of 0.033 seconds.

Seattle

4x3 152mm
(8.98 meters/km)

25.33mm (32.933)

59 kg

(2445)

762 m/s
(0.322)

136.24mm
(6.25 seconds)

Short fuse of 0.01 second

Alaska

3x3 305mm
(10.8 meters/km)

50.83mm (66.083)

517.1 kg
(2470)

762 m/s
(0.3300)

N/A Estimated around 500mm of penetration

5.5-6 second flight time

Battleship fuse time of 0.033 seconds.

Reduced bounce angles, 67.5+ degrees always bounce, 60-67.5 sometimes, 0-60 never

*Krupp describes the “hardness” or quality of the shell, or how well it stands up to the impact.  Higher krupp means better penetration, worse krupp means less.

**Drag coefficient is the multiplier of how much speed the shell loses over distance, lower drag coefficients create better flight times, higher drag mean worse and longer flight times.

 

As you can see, the Kronshtadt throws the competition out in terms of raw penetration and individual shell quality.  However, its main downsides are the lack of reduced bounce angles and having long-fuse AP. 

I’m not gonna bother with a secondary armament comparison, you aren’t gonna be building for secondaries anyway.

 

AA Defense (more like the lack of it)

lojDTXb.jpg

This is basically all the AA guns on Kronshtadt, not even kidding.

 

Short-Range AA Guns: 6 x 2 12.7mm DShKM-2

                        Range: 1.2 km

                        Damage Per Second: 30.6

Medium-Range AA Guns: 7 x 4 37mm 46-K

                        Range: 3.51 km

                        Damage Per Second: 85.4

Long-Range AA Guns: 4 x 2 100mm/56 MZ-16

                        Range: 5.01 km

                        Damage Per Second: 59.2

Total Damage Per Second Below 1.2 km: 175.2

With Defensive Fire: 464.4

 

It goes without saying that this AA defense is abysmal at best.  This thing has about as much AA as Shchors does, when it can see Tier X carriers and also AP bombs that trash the thing.  You’d be better off trying to rely on your allies’ AA and just equip spotter plane for the added range and spotting.  Like I said earlier, equipping defensive fire is pretty meaningless, cause your AA mounts get knocked out fast.  AA Mount HP is based on weight, and none of these mounts are very heavy.

AA Comparison Time , it’s not even a competition here.  Reminder that Defensive Fire affects guns of greater than 25mm in size.

Cruiser

Short-Range

Medium-Range

Long-Range

Max Total

Defensive Fire

Buffalo

97.6 at 2 km

220.1 at 3.5 km

90.6 at 5 km

408.3 at 2 km

1029.7 at 2 km

Ibuki

87 at 3.1 km

66 at 3.5 km

83.2 at 5 km

236.2 at 3.1 km

708.6 at 3.1 km

Roon

59.2 at 2 km

164.8 at 3.5 km

100.2 at 4.5 km

324.2 at 2 km

854.2 at 2 km

Dmitri Donskoi

84 at 3.1 km*

123.6 at 3.5 km

117 at 5 km

324.6 at 3.1 km

805.8 at 3.1 km

Neptune

85.4 at 2 km

254 at 3.5 km

106.8 at 5 km
86.4 at 6 km

532.6 at 2 km

N/A (thankfully)

Saint Louis

92 at 2 km

154 at 3.5 km

103.6 at 5 km

349.6 at 2 km

864.8 at 2 km

Kronshtadt

30.6 at 1.2 km

85.4 at 3.5 km

59.2 at 5 km

175.2 at 1.2 km

464.4 at 1.2 km

Seattle

86.4 at 2 km

190.8 at 3.5 km

90 at 6 km

367.2 at 2 km

928.8 at 2 km

Alaska

122.4 at 2 km

222.6 at 3.5 km

90.6 at 5 km

435.6 at 2 km

1062 at 2 km

*Russian 25mm mount is not counted in defensive fire, only the Japanese 25mm is.  In fact, the only 25mm affected by Defensive Fire is the Japanese one.

Yeah…your AA DPS with defensive fire is equivalent to some cruisers without defensive fire.  Just…don’t use defensive fire, it’s not even worth the panic.  You would be better off swaying the match by using a spotter plane and having vision control.

I try to stay away from this ship’s weaknesses otherwise I’d be sent to Gulag for speaking out against the state.

 

Maneuverability

 

Propulsion: 231,000 shp

Max Speed: 33.5 knots

Rudder Shift Time: 14.9 seconds

Turning Circle Radius: 840 meters

Turning Rate at Full Rudder: 4.8 degrees/second*

 

Kronshtadt is a battlecruiser technically, naturally, she would have some good speed up her sleeve.  You outrun all battleships, except French battleships since engine boost.  Your speed is also quite good enough to pursue other non-French cruisers. 

The ship, despite being quite long and large, turns quite decently.  She’s not that agile, but turns deceptively well.  One thing to note is that with Main Battery Modification 3, even with Expert Marksman, you will outturn your turrets. This can cause a bit hassle when you are kiting, or making evasive maneuvers. 

Now, let’s compare her to others. 

Cruiser

Top Speed

Turning Circle

Rudder Shift Time

Approximate Rate of Turn*

Buffalo

33 knots

800 meters

11.2 seconds

5.1o/sec

Ibuki

35 knots

770 meters

7.3 seconds

5.6o/sec

Roon

32.5 knots

780 meters

11.4 seconds

5.1o/sec

Dmitri Donskoi

36 knots

870 meters

10.6 seconds

4.6o/sec

Neptune

33.5 knots

710 meters**

10.8 seconds

6.3o/sec

Saint Louis

33 knots

720 meters

10.2 seconds

5.4o/sec

Kronshtadt

33.5 knots

840 meters

14.9 seconds

4.8o/sec

Seattle

33 knots

750 meters

8.7 seconds

5.4o/sec

Alaska

33 knots

850 meters

13.8 seconds

4.8o/sec***

*Calculated by timing how long it takes to do the circumference of an entire 360 degree turn by finding speed lost during a turn.

**Neptune loses next to no speed while turning, leading me to believe this figure is a lie.

***Approximation, based on the assumption she will lose the same speed as most cruisers, not guaranteed to be correct.

 

While having one of the worst turn rates in the game, the Kronshtadt still isn’t lacking in maneuverability.  She’s quite agile for a ship of her size, although still not nearly as agile as most ships, but better than Moskva, a very large cruiser.  That doesn’t mean Kronshtadt can avoid incoming shells all the time, however, and you need to make preemptive dodges based on timing of reloads.

How does one stop people from shooting them?  Well, that’s where concealment factors in.

 

Concealment and Vision Control

Surface Detection Range: 16.2 km

Air Detection Range: 13.02 km

Detection Penalty After Firing in/from Smoke: 12.45 km

Minimum Surface Detection Range with Full Build: 12.44 km

Minimum Air Detection Range with Full Build: 10.31 km

Surveillance Radar: 11.7 km for 20 seconds

Spotter Plane(s): Flies in a 4.25 km radius from the ship acting as a vision extension up to 11 km away, regardless of islands or smoke in the way, cannot spot in smoke

 

The concealment of this ship, while it looks bad, it actually is quite good considering she’s a mini-battleship.  You have about a 700 meter window between your minimum spotting range and your radar range, which will almost always guarantee a detection if you both are coming head on. 

I don’t think most other ships have such a luxury.  Let’s do one final comparison.  All Spotter Planes last for 90 seconds.  Catapult fighters fly within a 3.25 km radius around the ship for 360 seconds.  The bolded vision control tool listed is the one that is recommended, FYI. 

Cruiser

Surface Detection

(Minimum**)

Air Detection*
(Minimum**)

Detection After Firing from Smoke

Vision Control Tools

Buffalo

13.62 km
(10.46 km)

10.02 km
(7.94 km)

8 km

9.4 km Radar for 35 Seconds or Spotter Plane or Catapult Fighter

Ibuki

12.6 km
(9.68 km)

8.55 km
(6.77 km)

7.2 km

Spotter Plane or Catapult Fighter.

Roon

14.4 km
(11.06 km)

9.96 km
(7.89 km)

8.6 km

Spotter Plane or Catapult Fighter

Dmitri Donskoi

16.02 km
(12.31 km)

9.51 km
(7.53 km)

9.7 km

11.7 km Radar for 20 Seconds

Neptune

13.14 km
(10.09 km)

9.12 km
(7.22 km)

6.6 km

Smoke for 15 Seconds with Puffs lasting 110 Seconds or 9.4 km Radar for 35 Seconds

Saint Louis

14.94 km
(11.48 km)

8.91 km
(7.06 km)

9.1 km

Spotter Plane or Catapult Fighter

Take Engine Boost

Kronshtadt

16.2 km

(12.44 km)

13.02 km
(10.31 km)

12.45 km

11.7 km Radar for 20 Seconds AND Spotter Plane

Seattle

12.24 km
(9.40 km)

8.76 km
(6.94 km)

5.9 km

9.4 km Radar for 35 Seconds

Despite having catapults, she cannot equip planes.  WTH WG?

Alaska

16.2 km
(12.44 km)

12.1 km
(9.58 km)

12.8 km

(Presumably) 9.4 km Radar for 35 Seconds or Spotter Plane or Catapult Fighter

*Planes cannot spot above 11 km, they physically cannot see above 11 km

**With Concealment System Modification 1, Concealment Expert, and Camouflage for Surface Detection.  Air detection is not affected by camouflage.

I should let on about my strategy that makes the ship work.  I charge the nearest cap, and once I am spotted I start turning out and begin a kite.  Count to 3 after you are spotted, and then pop radar.  This will give your team a target to shoot at, and turn around and kite while the enemies are shooting you. 

One of two things will happen, either people will give up and stop chasing, or they chase.  If they stop chasing, turn back in and keep harassing the enemies within range.  If they keep chasing, kite and drag them into your allies.



Kitting Out Your Battlecruiser

Long story short, I can tell you what to do, or you can ultimately decide what you want yourself based on what I’ve told you.  I hope at this point you’ve come to realize several things.

  • The ship’s AA is horrible, don’t even bother trying to improve it, sooner or later CVs would be a dead race.
  • Getting close and then start kiting is how the ship should be played, building for concealment and survivability is a good thing, given that the ship has good survivability in the first place.
  • The accuracy is bad, accuracy gets better when you are closer.

I will recommend you the following upgrades (choices).

  • Slot 1: Spotter Plane Modification 1, for extended spotter plane duration and extra spotting.  If you cannot obtain it, take Main Armaments Modification 1 to make your turrets more survivable.
  • Slot 2: Surveillance Radar Modification 1, for extending the 20 second radar duration.  If you cannot obtain it, take Damage Control System Modification 1, to help reduce the chance of fire and floods.
  • Slot 3: Aiming Systems Modification 1.  It reduces the dispersion to help mitigate the bad accuracy, if only slightly. 
  • Slot 4:  Either Damage Control System Modification 2 or Steering Gears Modification 2.  The former will reduce your fire and flood duration, ultimately making the ship able to take more hits, while the latter allows you to evade a bit more comfortably.
  • Slot 5: Concealment System Modification 1, no brainer here, concealment is king, especially when you want to get close to your radar range.
  • Slot 6: Main Battery Modification 3, to help compensate for the long reload by putting more shots off per minute.  Your traverse will take a hit, but it’s worth the reload reduction.

And for the commander skills.

  • First Skill (1 point): take Priority Target, as it will help you see who is shooting you at all times.
  • Second Skill (3 points): take Adrenaline Rush, faster reload is always good.
  • Third Skill (6 points): take Superintendent, for extra charges of spotter plane, radar, and heals.
  • Fourth Skill (10 points): take Concealment Expert, as concealment is the key to playing this ship like a vision control machine.

From there, you can choose a variety of skills.  Expert Marksman is recommended because of the turrets sluggish traverse.  Jack of All Trades is a good one too, for reduced consumable cooldown.  Basics of Survivability is another good one, further reducing flood/fire durations.  Fire Prevention can be taken too.

All in all, this ship is very good for training a Soviet cruiser captain, at least for the core skills.  From the 5th skill onwards you can specialize it to cruiser or battleship, but all you really need are the four skills specifically mentioned in bullets.

Worth the Price?

This is the biggest question people often ask about Free XP Premiums, are they worth it?  If you want to start training a Soviet battleship captain, this ship is a very good basis.  In terms of starting a Soviet cruiser captain, she’s quite good too. 

How are her economic gains?  I personally would put her in between Missouri and Musashi.  She’s a lot better at influencing a match than battleships are, so you’ll probably be earning more anyway.

The biggest thing that I see with this ship in question is the fun factor.  Is she fun to play?  Well, if making lots of money and pretending to be a battleship as a cruiser is fun, I think you’ll thoroughly enjoy Kronshtadt.  Kronshtadt dominates a cruiser-heavy meta, but suffers from a destroyer meta or when there’s a carrier in the match.  I’d advise getting her now and enjoy her before the British Destroyer storm comes in.

And that concludes my guide!  I want to thank you for spending the time to read it, even if only part of it, or even if you didn’t, just clicking on the link. I want to especially thank everyone who helped me writing this guide, notably @Phoenix_jz for Alaska's info and @LittleWhiteMousefor teaching me how to calculate turn rate. Thank you all and have a great day!

 

EDIT: Minor fixes and formatting errors, also added some pictures.

 

Edited by ValkyrWarframe
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I just love cit-ing Yamato whenever I see it with Kronnie. She's absurdly strong. I consider her to be brokenly overpowered.

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Just now, Th3KrimzonD3mon said:

I also took gun range over reload. I see way too many tasty cruiser broadsides at 20km+ to let that go.

If I get her, I'm rather torn on what to do - reload or range. Both have their fairly large benefits

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Just now, Th3KrimzonD3mon said:

I also took gun range over reload. I see way too many tasty cruiser broadsides at 20km+ to let that go.

That playstyle decision is ultimately up to you.  The way I recommended Kronshtadt is by playing at close-medium range, and using the spotter when you need range.  Yes the range can come in handy, but putting out more shells is better when you're being chased.

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12 minutes ago, Th3KrimzonD3mon said:

I just love cit-ing Yamato whenever I see it with Kronnie. She's absurdly strong. I consider her to be brokenly overpowered.

Maybe if you look at it by purely comparing the Kronstadt to other Tier 9 cruisers, you could argue she's OP based on the way she games the MM into giving her team an extra 25k HP....but I don't consider the ship itself to be OP based on its own merits.  It's just too inconsistent and too easily countered by simple angling, which puts too much in the hands of RNGesus and her opponents for my liking.  

Some battles the Kronstadt does feel broken, lol penning Tier 7 cruisers through the bow or triple citadeling a Hindenburg 18km away for 30k damage....but it's seemingly always balanced out by those battles where everyone just angles in and RNG says no....rendering the Kronstadt largely useless.  Rather than labeling the Kronshatdt "over powered", I'd call it highly situational with massive peaks and troughs on both ends of the balancing extremes.   

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With 815k Free XP, I'm really torn.  Spring for Kronshtadt now?  Or wait for the Alaska announcement and save Kronshtadt for another day?

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2 hours ago, ValkyrWarframe said:

The AA is about as effective as Stalin’s Five Year Plan on the Soviet Economy

How dare you insult comrade Stalin like that! To Gulag! Only potato skins for you tovarisch!

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A well-written guide, thanks and I will be putting this one to use :Smile_honoring:

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10 hours ago, desmo_2 said:

With 815k Free XP, I'm really torn.  Spring for Kronshtadt now?  Or wait for the Alaska announcement and save Kronshtadt for another day?

Well you have nothing to lose by waiting.

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Has anyone tried to make a Steering Gears Mod 2 and 3, plus range for a kiting type Kron and is this feasible? TIA

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2 hours ago, Pytheas said:

Has anyone tried to make a Steering Gears Mod 2 and 3, plus range for a kiting type Kron and is this feasible? TIA

It's feasible, and it can work, but to be honest, you lose your vision control element and that makes your influence on the match drop a lot.

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On 8/6/2018 at 6:16 PM, yashma said:

Rather than labeling the Kronshatdt "over powered", I'd call it highly situational with massive peaks and troughs on both ends of the balancing extremes.   

The Belfast is pretty much universally considered OP. Catch it in the open with no smoke and suddenly its pretty meh. Kron is OP most of the time since it is a BB pretending to be a cruiser. Its only real weakness is the AA. Since CVs are rare, that doesn't often matter.

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On 6/8/2018 at 9:16 PM, yashma said:

Maybe if you look at it by purely comparing the Kronstadt to other Tier 9 cruisers, you could argue she's OP based on the way she games the MM into giving her team an extra 25k HP....but I don't consider the ship itself to be OP based on its own merits.  It's just too inconsistent and too easily countered by simple angling, which puts too much in the hands of RNGesus and her opponents for my liking.  

Some battles the Kronstadt does feel broken, lol penning Tier 7 cruisers through the bow or triple citadeling a Hindenburg 18km away for 30k damage....but it's seemingly always balanced out by those battles where everyone just angles in and RNG says no....rendering the Kronstadt largely useless.  Rather than labeling the Kronshatdt "over powered", I'd call it highly situational with massive peaks and troughs on both ends of the balancing extremes.   

you're right, I've been much revised the kron, and originally has an AA 37mm 46k has a 50mm reinforced armor, and breaks easily with very small guns you destroy easily. Like its secondary batteries are 100-110mm armor and a destroyer destroys the battle, now you can see an American cruiser and almost always survives all its secondary and many AA that have no armor.

now I do not understand if the kron is almost a battle cruiser with 230mm belts. because it eats so many citadels, more than a simple cruiser with 100mm armor ??

Finally, despite the fact that the Kron has a caliber of 305mm it has little penetration, it is more the rebounds or the projectiles that are broken when hitting another T9 cruiser, such as the Uss Seattle.

 

today I read a positive news in the stalingrad, they will give a SLOT for the exclusive defensive AA, hopefully apply it to the kron. and correct the resistance of your AA and secondaries.

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6 hours ago, Sabot_100 said:

 Kron is OP most of the time since it is a BB pretending to be a cruiser. 

But here is the crux of the manner.......for a Tier 9....it's a really meh BB.  So you could argue two positions here.

1.  The Kronstadt is OP because it's a BB that takes the spot of cruiser.
2.  The Kronshradt is balanced because at its heart it's just a really crappy BB.

I think both positions are valid.....depending on how you look at it. 
 

7 hours ago, Sabot_100 said:

Its only real weakness is the AA. 

I will heavily disagree with that point.  The Kronstadt has sluggish handling, poor DPM, poor dispersion, poor over match characteristics and is covered in 25mm of armor.  The Kronstadt is a ship that prays on its opponents making mistakes and showing broadside, as well as a healthy dose of favorable RNG.  It's hard counted by angled HE spamming cruisers, isn't the most reliable DD hunter and can't go toe to toe with equal tier BBs and win.

^That is the reason I personally don't think the Kronstadt is over powered....it's too situational and too easily countered....but I do acknowledge its massive HP advantage and potential for moments of sheer OPness do put the Kronstadt in the balancing grey area.

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On 8/16/2018 at 3:24 PM, Sabot_100 said:

The Belfast is pretty much universally considered OP. Catch it in the open with no smoke and suddenly its pretty meh. Kron is OP most of the time since it is a BB pretending to be a cruiser. Its only real weakness is the AA. Since CVs are rare, that doesn't often matter.

It still has glaring weaknesses, I wrote this guide to tell a player on how to minimize said weaknesses.

For one, the lack of deck armor kills it in an HE spamming meta.  The accuracy is questionable at times, and it also has pretty downright bad times with angled ships.

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Been playing mine now for a few days.  Zero regrets.  The HE is very meh.  AA...pretend its Zero and plan accordingly.  Everything else is good fun.

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