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The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elabourate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note.

 

Other articles in this series:

 

A special thanks to EroSun, GoldPile and Xannari for their assistance with this review.

Without further ado:

The Tier 5 Fleet of Fog Kongo-class Battleships

Kongo, Kirishima & Haruna
of the Second Oriental Fleet

 

Quick Summary:  Fully upgraded IJN Kongo-class Battleships but with unique paint schemes, graphical effects, captains and voice work.
Cost:  Not for sale.  Completed as a part of the Ars Nova, Arpeggio of Blue Steel crossover missions.  These were all done in stages and were only available for a short period of time..  On the North American server, Kongo was available in January of 2016.  Haruna and Kirishima became available through June of 2016.

 

Closest in-Game Contemporary:  IJN Kongo-class
Degree of Similarity:  Clone / Sister-ShipRelated Class/ Similar Role / Unique
Kongo, Kirishima and Haruna are all identical to one another (including using the same Hiei model to represent the class) and match the stats of the fully upgraded IJN Kongo-class Battleship.  The only difference is that the Arpeggio of Blue Steel Kongo-sisters count as their own nation for the use of training captains and they cannot use camouflage. 

 

Look!  This tiny blurb just saved many of you from having to read the full article!  Yay!

 

PROs

  • Very fast for a mid tier Battleship with a top speed of 30.0 knots.
  • Excellent range at 21.2km and a spotter aircraft which can extend this even further.
  • Heavy secondary battery armament.
  • Main battery is hard hitting with good AP & HE performance and more accurate than USN counterparts.
  • Very large HP pool of 54,100hp.
  • Unique skins that look amazing in low-light maps -- particularly during a squall or rain.
  • Custom voice work for the Captain, including a unique voice for Haruna.
  • Interesting cell-shaded effects including more opaque fire and smoke.

CONs

  • Only eight 356mm guns.
  • Huge surface detection range of 16.2km.
  • Slow rudder shift and very large turning circle of 770m.
  • Insufficient AA defense -- coupled with the poor handling mentioned above makes her an easy target for manual torpedo drops.
  • Lightly armoured for a Battleship with a relatively thin armoured belt.  Her citadel can be easily damaged.
  • Unable to use any form of camouflage.
  • Cell-shaded effects only affect Arpeggio of Blue Steel vessels and can look a little out of place next to other ships.
  • Kongo & Kirishima use Iona's (I-401's) voice.
  • None of the Kongo-class sisters are modeled differently despite there being both structural and armament differences between the three ships.  All three are using the Hiei model. The only difference is the colour of their ship's skin and the identification icon on the prow and stern.

 

 

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The second wave of Ars Nova, Arpeggio of Blue Steel missions have arrived on the North American server.  This heralds the arrival of the Fast Battleships Haruna and Kirishima, sisters to the Kongo we received in January of 2016.

 

The Arpeggio of Blue Steel ships are very odd premiums.  First of all, they're not available for purchase and can only be unlocked by accomplishing a series of missions.  Second, though they are found among your IJN ships when you have your Yokosuka Harbour enabled, they cannot be Captained by your Japanese crew.  Third, they do not behave like normal premiums, providing no bonus credit earning, experience gains or crew training bonuses.  About the only thing they do share with normal premiums is the ability to swap other Arpeggio of Blue Steel captains between them without penalty.

 

These ships were only ever available through an event.  On the North American server, these were done through a series of in-game missions with specific requirements.  Kongo was the most intensive so far, with Kirishima and Haruna being little more than damage farms followed by an example of good game play to cap out the series.  With the missions live at the time I'm writing this, I felt it was a good opportunity to update the older review and bring it up to speed.  It was also an excuse to invite friends and forum-goers to assist with some cool screenshots.  I've also invited Lert to provide his input in this article to get another perspective on these ships.  I tend to look at these ships through the lens of premium warships while Lert looks at them more as an extension of the Kongo available to the IJN.

 

The Lert Box

  photo-83937.gif?_r=1384376716

The second wave of ARP missions has sparked a renewed interest in this ship, and Mouse figured it was time for an overhaul of her old review of Kongō-gata jun'yōsenkan, the Kongō class battlecruiser, later rebuilt into fast battleships. Memorable appearances in two popular anime have cemented Kongō as the darling of tier 5. Is her reputation deserved, though? Is Kongō as good as her reputation suggests? Or is she merely a mediocre ship held aloft on the fame of her anime representations alone? In short, is Kongōburning love or a floating stinker?

 

At the time of this writing, ARP Kongō has been out for about half a year, with Kirishima and Haruna being the rewards for currently available missions. Unlike the missions required to unlock Kongō, the missions for Kirishima and Haruna are simple staged 'do X amount of damage in the appropriate tiers' missions. Plus, as an added bonus, Ranked and Team battles count towards these damage totals, unlike the missions for ARP Kongō back in January. Unfortunately Co-op does not count.

 

Since the ARP Kongō, ARP Kirishima and ARP Haruna are functionally identical to the in-game tier 5 IJN Kongō, I will be treating them as one ship, and comparing them to the only other tier 5 battleship, USN New York.

 

 

Options

The Apreggio of Blue Steel Kongo-class Battleships have almost standard IJN Battleship options with two exceptions.

Consumables: Three slots

  • Damage Control Party (10s active time).
  • Repair Party (7574hp per charge)
  • Spotter Aircraft.

Module Upgrades:  Three slots, standard IJN options.
Premium Camouflage:  The Kongo sisters do not come with premium camouflage.  The unique skin on the vessels is exactly that -- a skin.  In addition, there are no options to add any form of camouflage onto the sister-ships.  As such they have no concealment or disruption benefits nor do they have any bonuses to experience gains.

Captains:  The Arpeggio of Blue Steel ships each come with their own unique Captain..  These are anthropomophizations of the ship itself, referred to a Mental Model in the context of the story of Ars Nova -- the Captain is the Ship and the Ship is the Captain.  As each of the ships count as a premium, the Captains can be swapped between the other Arpeggio of Blue Steel vessels without penalty.  At present, there are two voice overs that replace the normal Captain dialogue found in game.  The first is performed by Mai Fuchigami, voicing Iona (I-401).  This voice is used for all of the ships at present with one exception:  Haruna, voiced by Hibiku Yamamura.  Thus you're given the choice of who you want to equip into your ship based on which voice you want to hear.

 

23hn7uo.jpg

Kongo came with a single skill point.  Haruna and Kirishima both began with 6 skill points.  Haruna is the only Captain with the voice actress from the show.  The other characters us the voice of Iona (I-401) from the show.  Kirishima's voice is reputed to be among the game files but is not yet enabled.

 

Artillery

Primary Battery:  356mm guns in 4x2 turrets in a A-B-X-Y arrangement. 
Secondary Battery:  127mm in 4x2 batteries, 152mm in 14x1 casemates.

 

The Kongo-class Battleships are an interesting duality when it comes to their guns.  Individually, the 356mm rifles perform amazingly.  With a 21.2km range, excellent AP and HE performance and the best shell dispersion of Battleships, they are some of the best weapons in the game, tier for tier.  If only these ships had more of them.  The Kongo-class doesn't have the broadside weight of some of her peers.  The Colorado, Warspite and Nagato have larger caliber rifles.  The other vessels have between ten and twelve guns a piece.  Even the 305mm rifles off of an Imperator Nikolai I, Wyoming or Arkansas must be respected when there's just that much metal being thrown downrange.  It's not that the Kongo-class doesn't have enough guns -- eight are perfectly serviceable in most situations.  It's just that most of her competitors bring more.

 

Given the low armour values of the Kongo-class, this means that trading fire with more heavily armed Battleships can be a bit of a toss-up.  The use of the range and speed of the Kongo can allow you to dictate the range of the engagement and even kite enemies to some degree.  However, as good as her dispersion is, at ranges greater than 14km, landing hits when it really counts becomes a game of chance. Against more lightly armed (and armoured) vessels, the Kongo's guns are excellent.  Fully capable of overmatching the weak bow "armour" of many cruisers she might encounter, any cruiser on the receiving end of a well aimed salvo from the Kongo-class should count themselves lucky if they escape with anything less than catastrophic damage.

 

The firing arcs on the Kongo class are very interesting.  Unlike other Battleships, the two rear mounts have almost identical firing arcs regardless of the range of the target.  This means that when you swing your ship to one side to open fire, unmasking the X turret brings the Y turret to bear as well.  The turret rotation speed on the Kongo-class is slow -- around 3.3' per second.  It's quite easy to out turn her traverse when your rudder is hard over and moving at speed.

 

Like most IJN Battleships, the Kongo-class has a very heavy secondary gun battery.  Unlike with other nations, this fires a mix of High Explosive and Armour Piercing shells, with the AP rounds coming off the larger 152mm casemate mounted rifles.  With a reach of 4.0km, these are a little too short ranged to provide much in the way of deterrent unless heavily upgraded with the Captain Skills Basic Fire Training, Advanced Fire Training and the module, Secondary Armament Modification 2.  This will never have the stopping power of the secondaries off the Nagato or Yamato, however, but they can provide some nice supplementary damage, particularly if they light ships on fire.

 

The Lert Box

 

Main armament:

Kongō boasts 8x 14" rifles in four double-barrel turrets, compared to New York's 10, in five doubles. At first glance New York walks away with this category, but there are a few snakes in the grass where the American fighting lady's armament is concerned. Her turrets rotate slightly slower, reload slightly slower, have less range and less favorable traverse angles. So while she puts more shells in the air per minute, it's a lot trickier to get them all to behave than it is on Kongō. The range especially - 15.6km vs 21.2km on the Japanese ship, is at first glance a huge disadvantage for New York. To mitigate that though the New York gets access to an equipment module that extends base range by 16% to a more respectable 18.1km. Is this really necessary though?

 

From experience, Kongō's additional range is nice, but with the dispersion it's very difficult to get good hits at maximum range, despite Kongō's functionally better accuracy of less than 12m-per-km, compared to New York's 13.3m-per-km. New York has the higher muzzle velocity, making her easier to aim with. The American ship's two additional barrels to a broadside also counters her worse accuracy.

 

Another category that's very difficult to call. Kongō's guns are easier to use and have longer range, but slower shells and less barrels. New York's guns are trickier to get on target, but once you do they have a far higher damage potential. This is again less a case of which is 'better' vs 'worse', but a difference in playstyle. In the end though, battleships are all about dishing out damage, which puts New York slightly ahead of Kongō in my opinion. The Japanese ship's range advantage isn't as big as it seems on paper, due to the difficulty of actually hitting things at max range, and 12 ~ 15km being ideal engagement ranges for both ships anyways.

 

Kongō: 1 pt

New York: 2 pts

 

Secondary armament:

Kongō can bring 4x 127mm and 7x 152mm barrels to bare per broadside. These guns have 4km range, with the 127's firing 2100 damage, 8% fire chance HE and the 152's firing 2900 damage AP. The 127's have a five second reload, the 152's take 10 seconds between shells. The New York has 3x 127mm on a broadside, firing a 1800 damage, 6% fire chance shell out to 4km every 7 seconds. This category is no contest, Kongō for the win.

 

Kongō: 2 pts

New York: 1 pt

 

xbwj1w.jpg

Fast Battleship Kirishimaopens fire with HE shells at a Soviet Izyaslav penned in the narrows between these two islands.  While the individual guns of the Kongo-class are excellent, you may find yourself wishing you had more of them. 

 

Aircraft

Air Group:  Single spotter aircraft.

 

The spotter aircraft will nudge up the Kongo's maximum range up to 25.35km.  This is enough to span almost the entire playing field on small maps like Solomon Islands and Big Race -- which is downright ridiculous.  Don't expect to be able to reliably hit anything at that range, mind you...

 

Maneuverability

Top Speed: 30.0 knots.

Turning Radius: 770m

Rudder Shift: 14.9s

 

One of the biggest strengths of the Kongo-class is their excellent straight line speed.  At a tier of Matchmaking where some of her competitors struggle to reach 20 knots (heck, some struggle to make 18 knots), her 30 knots puts them all to shame.  This gives the Kongo-class an amazing degree of flexibility, allowing her to shift from one part of the battlefield to the next.  She also doesn't need to worry too much about her cruiser escorts outstripping her and leaving her beyond the protective cover of their AA screens -- 30 knots is just enough to keep pace with her fleet footed smaller sisters.   There are downsides to this high top speed.  Being so fast (and seen from such a long distance) will usually mean that the Kongo is one of the first ships seen, making her the first target for the enemy team.

 

This can be especially problematic when the Kongos get singled out for special attention from attacks using torpedoes.  The ship, though fast, cannot turn very well.  It takes a long time for her rudder to shift.  And while her high speed can allow her to complete the circumference of a circle quickly, her turning radius is on the large side.  With no ability to upgrade her rudder shift, the Kongo will always feel clumsy with her handling. 

 

The Lert Box

Kongō manages 30 knots, has a 770 turn radius with a 14.9 second rudder shift. New York has a 21 knot top speed, 600 meter turn radius and 12.5 second rudder shift. Once more, these are ship that are suited to a very different playstyle. Kongō is built to get somewhere fast and not do much turning. New York on the other hand is like a ballerina, albeit a fat one.

 

Again, this is very difficult to call. Does Kongō's massive top speed beat New York's far better agility and tighter turning? In my opinion ... Yes. Yes it does. While New York's agility is impressive and will help you dodge torpedoes all day long, the gap between the American's top speed and that of the Japanese ship is just too great to ignore. Kongō is a full 9 knots faster and can keep up with cruisers. Enemy cruisers believing they have an easy kill on your team's destroyer trying to ninja-cap a zone will have a very nasty surprise when a battleship boasting 8x 14" rifles just suddenly steams up right behind that destroyer.

 

Kongō: 2 pts

New York: 1 pt


 

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Fleet of Fog Battleships Kongo (purple), Haruna (yellow) and Kirishima (green).  The Fleet of Fog cruiser, Myoko (pink) is in the background.  The speed of the Kongos allows them to easily keep pace with a cruiser escort.

 

Durability

Hit Points: 54,100

Citadel Protection:  203mm belt armour

Anti-Torpedo Bulge:  25% damage reduction.

 

The Kongo-class is a bit odd.  While she has the highest HP totals for her tier, she doesn't have the armour to back it up.  She carries a classic Battleship armour scheme, with armour focused around her waterline.  Eschewing the All or Nothing scheme used by the Americans, the reinforcement of her belt extends towards her prow and somewhat towards the rear of the ship.  However, unlike on more heavily armoured vessels like the Warspite, this isn't sufficient to safely repulse 356mm shells fired from enemy Dreadnoughts, nevermind the 381mm and 410mm of higher tier Battleships.  Overall, her armour values are very reminiscent of her Battlecruiser origins -- her armour is perfect for bullying cruisers slinging AP out of their 203mm rifles but she can't stand up to concerted punishment from similar displacement vessels.  Giving up her broadside, even when slightly angled, is enough to receive monstrous amounts of damage from citadel penetrations. 

 

The Arpeggio of Blue Steel Kongo-sisters share the same weakness as their IJN origins in regards to the short up-time of their Damage Control Party consumable.  Five seconds shorter than the standard Damage Control Party, this limits the ship's immunity window while keeping the same long, punitive reset timer of two minutes.  This makes the Kongo-class very vulnerable to stacked fire criticals from repeat hits of HE shells.  With her very large conning tower and pronounced superstructure and funnels, she makes a very tempting target for HE slinging destroyers and cruisers.  Similarly, the threat of floods from torpedo strikes means shepherding her Damage Control Party even further.

 

The Lert Box

The Kongō sisters boast a massive 54100 hitpoints compared to New York's more modest 49100. This is where the good news ends though and the mediocre news begins. New York has on paper the far superior armor scheme, with a 305mm belt, 229mm gun casemate, up to 89mm armored deck and 19mm extremities. Kongō on the other hand has to make do with a 203mm belt, 152mm gun casemate, up to 120mm armored deck and up to 76mm extremities.

 

So, on paper New York has Kongō beat in the armor department. However, all is not as clean cut as the numbers suggest. New york may have a considerably thicker belt and overall more solid side profile, it's in the extremities that Kongō's strength lies. Her bow and aft, in front of and behind the armor belt, are thicker than New York's. The bow and aft also being at a much sharper angle than her fatter American cousin, means that in heavily angled positions, Kongō can tank more effectively than New York can. It's only when you start turning and showing more of your broadside that Kongō's amor profile shows its weakness and you become food.

 

So how to rate this category? Kongō has more hitpoints and when used right, a stronger armor profile. New York is more forgiving of mistakes and less likely to get devastating-strike'd by some unexpected long range broadside salvo as Kongō is. Kongō has a high skill floor and ceiling, New York is more beginner-friendly. In the end though I feel that the higher potential of Kongō wins out here, even though a strong case could be made for New York as well.

 

Kongō: 2 pts

New York: 1 pt

 

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Haruna's Klein Field flares as she's struck by a corrosive warhead.

 

Concealment & Camouflage

16.2km Surface Detection, 11.7km Air Detection

 

As a large ship, the Kongo is easily spotted.  With her long reach, the Kongo doesn't suffer as much with her large surface detection range as her prototype, the Ishizuchi, but it's rare that you will ever see an opponent before they spot you.  It's safe to assume that you're always spotted in the Kongo.  This may diminish the usefulness of the Situational Awareness Captain Skill as it can be impossible to identify where and by what you're being lit up.  In short, never sail in a straight line in the Kongo-class.  Always assume there's shells or torpedoes inbound on your location and zigzag to keep your hit points safe.

 

The Arpeggio of Blue Steel ships are the only ones in the game that are unable to take any form of camouflage at the moment.  This means that short of taking Concealment Expert on your Captain, you cannot reduce her surface detection range at all.  In addition, you cannot disrupt the accuracy of incoming fire.  Lastly, with no camouflage options, this also precludes these ships from taking any experience bonuses from premium versions of camouflage rented with doubloons.
 

The Lert Box

Kongō is visible by sea from 16.2km out and by air from 11.7km. New York can be seen by sea from 16km out and by air from 10.4. This isn't a huge difference though and neither ship can remain invisible after firing.

 

Kongō: 1 pt

New York: 2 pts

 

Anti-Aircraft Defense

AA Battery Calibers:  127mm / 25mm / 13.2mm

AA Umbrella Ranges:  5.0km / 3.1km / 1.2km

 

The Kongo never had great anti-aircraft defense.  The changes to the AA mechanics in 0.5.3 didn't do the Kongo-class any favours.  While the range of her dual purpose 127mm mounts is good and is backed by reasonably ranged 25mm automatic cannon, the Kongo-class just doesn't have enough weaponry on board to truly put a dent into approaching aircraft waves.  It could be argued that this is a necessary weakness for the class.  She has good guns, excellent range, high speed and a ton of hit points.  If she had decent AA power she would probably be considered overpowered instead of merely the frontrunner among tier 5 Battleships.  That the Kongo is also shackled with poor turning just makes her an even more tempting target for planes.

 

Before upgrades, the Kongo puts out a maximum of 94 DPS -- this really just isn't enough to do more than shoot down a single plane from same-tier aircraft squadrons.  It becomes imperative that the Kongo seek out other ships to assist it in seeing off enemy aircraft.  USN Cruisers like the Cleveland are a godsend.  Similarly, hugging close to a USS Texas is another good method for dissuading enterprising carriers from taking the Kongo apart.

 

The Lert Box

Kongō has a 40 dps bubble at 5km, 70 dps at 3.1km and 94 dps total at 1.2km. New York brings to bare a 73 dps at 3.5km and 102 dps total at 2km. While New York's DPS is higher, Kongō's teeth start biting at 5 instead of 3.5km. Neither AA suite is particularly impressive and neither will shoot down many incoming planes before they drop their payload. I'm going to have to give this one to New York though. Kongō's longer range AA doesn't put out enough dps to prevent incoming strike packages from dropping, and New York's higher close range dps has a better chance of dropping a few planes before they fly away again. But neither AA suite is particularly good.

 

Kongō: 1 pt

New York: 2 pts

 

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With the addition of Tier 5 ships like the Texas and the changes to flak mechanics in 0.5.3, the AA values of the Kongo-class are really found wanting.

 

Overall Impressions

The Lert Box

  photo-83937.gif?_r=1384376716

Come mister tally man tally my bananas:

 

Kongō amassed 9 points

New York managed 9 points

 

So according to this, neither is 'better' than the other?

 

Yeah. That is, more or less, the conclusion I'm coming to. Most of the categories were very close though and personal opinion swayed the advantage rather than logical reasoning, but that's just it. Between these ships, neither one is particularly 'better' than the other. They're a very different play style. One favors dancing brawls, the other stand-off, angled slug fests. One favors driving inexorably forward and dealing massive knock-out punches, the other prefers fast relocation and precision strikes.

 

New York is like a hamburger meal with fries and a large coke, while Kongō is like a sushi plate with a fine sake. Neither meal is strictly 'better' than the other, but one is simple, uncomplicated and filling, while the other serves to please a more refined palette. New York is a bit more forgiving of mistakes, and Kongō has a higher potential.

 

A note: This review, at least my parts of it, is about the regular IJN Kongō vs the regular USN New York. The ARP recolors of the Kongō have two distinct disadvantages over the regular Japanese tier 5 battleship. The first being they can not mount camouflage. This means you cannot reduce the concealment other than by a tier 5 captain skill. This leads directly to the second disadvantage: they do not count as IJN ships for the purpose of captain fitting / retraining. This mean that you cannot put that 15 pt Japanese captain that you've been training in an ARP ship and have to make do with the 'Mental Model' captains that come with the ships.

 

Mouse' Summary:

  • Very fast with very long range makes her incredibly flexible and able to influence large sections of the map.
  • Contradictory durability, with a huge hit point total but squishy armour values and exceedingly vulnerable to fire criticals.
  • Bad AA and bad handling make her easy meat for carriers and a fun target for Destroyers.

 

I could say a lot about the Kongo-class, but I think I'm going to opt to be brief regarding her merits.  The Kongo-class is a great Battleship in World of Warships.  She's fast, hard hitting and fun.  Planes can wreck you and so can destroyer-launched torpedoes.  She trades armour for speed and it works very well for her.  Does that work?  Great!

 

Now let me talk about why these three sister-ships disappoint me.

 

They are the

EXACT.

SAME.

S H I P .

 

Ugh, what a missed opportunity, Wargaming!  Do you know how many of us would have thrown our wallets at you if you had modeled these three ships distinctly instead of cloning the Hiei three times with a palette swap?  If Wargaming had opted to make a Historical version of the Kirishima, players would have bought it.  Then said model could have been gussied up in the green and neon colours of Kirishima from Arpeggio of Blue Steel and players would have rejoiced at the distinction.  I do not doubt for a second that the historical version of Haruna would also be a profitable venture.  But this has been a common lamentation since the onset of the game's release.  Why play New York when you want to play Texas?  Why play Yamato when you want to play Musashi?

 

So when we're playing these ships, we're playing the Hiei instead of their namesakes.  Even in the show, the ships are properly modeled with distinctions between the individual ships within the class.  That wasn't repeated here and it's very, very, very disappointing.

 

Would I Recommend?

The Lert Box

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  • For Random Battle Grinding: Only if you're experienced and skilled enough to understand your Kongō's limitations and are able to play accordingly.
  • For Competitive Play: Yeah, why not. If tier 5 is the top tier you can bring then Kongō is not a bad choice.
  • For Collectors: Yep. The Kongō class is steeped in history, with Kirishima beating up South Dakota before getting rend asunder by Washington.
  • For Fun Factor: Yarp. Kongō's speed and the comfort of faster turning turrets make her more enjoyable to play than the plodding New York in my opinion. Just be careful of overextending.

 

The Arpeggio of Blue Steel premiums are odd ducks.  You cannot buy them.  They're acquired by unlocking them via missions.  As such, what a player sacrifices is time to acquire these vessels.  In addition they're lacking a lot of the functionality normally associated with premium ships.

 

  • For Random Battle Grinding, they're poor choices compared to other premium ships.  They cannot be used to train Japanese Captains.  Only other Arpeggio of Blue Steel characters may crew these ships.  In addition, without any form of camouflage bonus, they do not gain extra experience.  They're also lacking in any form of credit multiplier.  In short, playing one of these ships is no different than grabbing a normal tier 5 ship and grinding with it.
     
  • For Competitive Gaming in the form of Team Battles and Ranked Battles, these ships are a poor choice -- at least compared to a normal Kongo.  They cannot make use of camouflage so right out the gates they're marginally worse than a standard Kongo from the IJN Tech Tree.  Though the Kongo-class is a great ship, use a Kongo if you want a Kongo in a competitive environment.
     
  • For Collectors, absolutely.  The Arpeggio of Blue Steel ships are only available through a (relatively) short window.  We haven't seen any other opportunity to acquire Myoko and Kongo since their missions back in January of 2016, so it's imperative for collectors to get stuck in now and try and unlock these while they're available.
     
  • For Fun Factor, definitely.  The Kongo-class is one of the most fun (and iconic) Battleships in World of Warships.  There's something very satisfying about creating a division and each grabbing a different coloured Kongo-sister and kicking butt.

 

24brors.jpg

All three Kongo-sisters conform to a three tone palette.  Their hull and superstructure is painted a jet black.  Kongo (seen above), couples this with violet and a slate grey.  Haruna has gold banding just above her belt armour and her turrets and brilliant yellow markings.  Kirishima swaps gold for green with yellow-green markings.

 

Outfitting your Kongo-class

Recommended Modules

The choices for the Kongo-class's upgrades are fairly standard.

  • For your first slot, Main Battery Modification 1 is the only one that makes sense.
  • For your second slot, you have a few choices.  Gun Fire Control System Modification 1 is probably the best upgrade.  However, if you're looking for situational utility, you can try and pad your AA values by selecting AA Battery Modification 2 to give you extra range.  Alternatively, you can try and boost your secondaries with Secondary Battery Modification 2.
  • For your third slot, equip the Damage Control Modification 1; it's arguably the best choice (as poor a choice as it is).

 

Recommended Consumables

The Damage Control Party for the Kongo-class has a 120s reset timer and only a 10s immunity window.  I very strongly recommend using a premium version of this consumable to reduce the reset timer down to 90s.  I would keep to the standard versions of the Repair Party and Spotter Aircraft consumables to keep costs per match down.

 

Recommended Captain Skills

Unlike many other premiums, you will have a dedicated Captain for your Arpeggio of Blue Steel battleships.  Keep in mind that you can freely swap your Captains between ships, so why not experiment a little with the skills for some variety?

 

  • There's two very good skills at tier 1.  Basic Fire Training will help with your AA power and Secondary Batteries.  Basics of Survivability will help take some of the pressure off your Damage Control Party by reducing the time individual fires burn. This will allow you to tough out a single blaze and reduce the total damage a full burn from 9738 damage down to 8277.
  • At tier 2, Expert Marksman is the best choice.  It will boost your turret rotation to needing 45s to rotate 180'.
  • At tier 3, you have three good choices.  If you're worried about destroyer launched torpedoes, Vigilance is helpful.  High Alert accelerates the reset timer of your Damage Control Party from 120s to 108s (or down to 81s with the premium version). Superintendent is situational and only really useful if you find yourself spending every single charge of your Repair Party regularly.
  • At tier 4, Advanced Fire Training is the best choice to boost the range of your AA guns and your Secondary Batteries.
  • There are no skills at tier 5 really worth taking for the Kongo.  The points are better spent touching base with some of the skills from the lower tiers
Edited by LittleWhiteMouse
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A nice in depth review, +1.

 

 

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A very good review of the Sisters, highly detailed, and easy to understand for most people, Can't wait for another thread to be made by you two, though I do want to add, the enhanced/cell-shaded effects are probably not a con, due to the origin of these ships, The effects are most likely attention to detail, rather than an actual con, though it would probably depend on the users personal preference. 

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We want Supergravity Cannons! Please please please :aqua:

 

Needs many nerfs before it can be put in game xD

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Nice review.  You can actually enable Kirishima's lines by copying them from the Kirishima Bear folder into the Kirishima folder and renaming them to Iona's files names(and removing the Iona files of course)..

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Aren't those what Moskva is carrying? (super gravity cannons)

 

Something that's nice about these ships, is that you can switch the captains from one to another, to include the not-covered Myoko.  Why is that nice?  Well, consider for ranked right now, you could take your ARP Myoko to play.  Having multiple captains from your Kongos, allows you to set them up in various ways.  You could set up Kirishima as an AA captain, while Kongo might be trained with DE.  That allows you to swap in the captain that boosts the ship to meet what threats you are running into most.  Is it a big deal?  Probably not, but something that can be considered, should you take the time to level up all of your mental models.

Edited by crzyhawk
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A very good review of the Sisters, highly detailed, and easy to understand for most people, Can't wait for another thread to be made by you two, though I do want to add, the enhanced/cell-shaded effects are probably not a con, due to the origin of these ships, The effects are most likely attention to detail, rather than an actual con, though it would probably depend on the users personal preference. 

 

The cell shading is a con for it's inconsistency.  I wouldn't treat it as such if all of the ship conformed to the same graphical style as the Arpeggio of Blue Steel ships when the Yokosuka Harbour was enabled.  Instead, the muzzle blasts, funnel smoke, fire and torpedo hits from the Arpeggio ships are cell shaded and the rest of the world isn't.  And the cell shaded look doesn't work very well for some effects... like muzzle blasts.

 

dcy2ok.jpg

 

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Its basically the same as the regular Kongo....  Is it just me or Kongo has the trollest armor angling that i ever experienced?

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Nice review.  You can actually enable Kirishima's lines by copying them from the Kirishima Bear folder into the Kirishima folder and renaming them to Iona's files names(and removing the Iona files of course)..

 

I would love to do this but holy fudge balls thats a lot of files... :amazed:

 

Might just wait for WG do actually fix that issue... I mean, don't get me wrong Iona's voice isn't that bad...its just a little too high pitched for my tastes...>.<

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Burning Love!

 

I've got a neato picture too. Took while we both were turning

vaX4KBd.png

 

 

Also, you should add to cons that it is (well... should be) possible with some work (I'm going to work on this through the night and report my findings later) to get Kirishima's voice onto Kirishima. You have to migrate the files. When I am done, you'll also all be getting free downloadsies so you don't have to do this.

 

Update: I'm to fire, checking my handiwork now

Edited by TheSupremeOne34

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Do you guys know what exactly she says at the start f the match and the voice overs?

 

Great and very useful review LWM!

 

Thanks for pointing out the oddities of these captains.  I just assumed they were IJN but they are not.  It never occurred to me that the captain's voice would be in Japanese.  Not until the start of the first battle in ARP Kirishima that is...

 

Is there any way to get English voice-overs? 

 

I already have a Kongo with an 11-point commander so not being able to swap captains within IJN stinks.  It will be nice to able to do an AA build - at least as good as I can get it ;)

 

P.S.  I discovered that I had the ARP Kirishima by accident reading another thread here.  Switched to the Yokosuka port and there she was!

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Great review as usual, though I do agree with you Mouse that WG really should differentiate each of them.  Here's hoping they do a Kongou Premium, Kirishima Premium, and a Haruna Premium, sell all 3 in a bundle, then transfer those stats of the Premium sisters over to their ARP iterations, with only ARP Hiei being the same as her Tech Tree form.

 

For those that might be interested in some of the sisters' differences:

- Kongou would have the strongest self-defense AA, having the most short-range AA mounts of all the sisters.

- Haruna would have the most secondaries (DP mounts and casemate guns) and slightly stronger general AA than Kongou (more DP mounts but less pure AA mounts).

- Kirishima would have the same number of 6" secondaries as Haruna but slightly less Dual-Purpose mounts, slotting between Kongou and and Haruna in terms of AA quality.

 

Failing that, just a Premium Kongou and Haruna (AA vs secondaries), and double Haruna's stats and hull for ARP Kirishima.

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New York on the other hand is like a ballerina, albeit a fat one.

 

"Fat Ballerina" is a both a hilarious and highly accurate description of USN BBs through tier 8. :D

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Okay. I agree with everything in the review except for one point: the Kirishima is the better brawler than the New York, provided you switch your brain from off to on. The speed allows you to outturn the New York and outrun the turret traverse. There are also maneuvers only the Kirishima can perform due to her speed that give her a leg up. I find her amazingly good within 7 km, much better than the US BB's.

 

LWM, would you be open to a collab on a Brawling guide. There are things I've noticed over time that I think are worth writing down. Like different rules for armour angling because it doesn't work the same within three ship lengths. 

 

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My review: Funny looking elite Kongo.

 

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Here's my review:

 

Kongo used to be one of the best ships back in CBT but now sucks, with its main pro being that it's not the New York which sucks even more. The ARP versions give you captain voices from the anime characters which which provides some on incentive to play a bad ship. The end.

 

 

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Here's my review:

 

Kongo used to be one of the best ships back in CBT but now sucks, with its main pro being that it's not the New York which sucks even more. The ARP versions give you captain voices from the anime characters which which provides some on incentive to play a bad ship. The end.

 

 

 

Every time I see you comment on anything, you say it sucks.

 

Look, if you hate this game so much, then leave. Literally nothing is keeping you here if you hate all the ships. Stop torturing yourself and leave if you hate them.

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I'm surprised by how many fellow WoWs players are also fellow anime viewers; I wasn't expecting much overlap between naval history fans and anime fans.

 

I think it would be neat to have the option for a full Arpeggio mode for WoWs, in which everything gets an cool anime-esque skin. This would certainly be an extremely low priority for WG, but it seems like it would be a popular addition for (relatively) little effort. Reskinning all their existing vessels with neon is probably easier than modeling all-new ships, and they clearly have no problems with reusing the voice clips.

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A well written guide with absolutely stunning screenshots. Thank you and those involved for your efforts!

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I'm surprised by how many fellow WoWs players are also fellow anime viewers; I wasn't expecting much overlap between naval history fans and anime fans.

 

I think it would be neat to have the option for a full Arpeggio mode for WoWs, in which everything gets an cool anime-esque skin. This would certainly be an extremely low priority for WG, but it seems like it would be a popular addition for (relatively) little effort. Reskinning all their existing vessels with neon is probably easier than modeling all-new ships, and they clearly have no problems with reusing the voice clips.

 

To be fully honest, I myself am not much of an anime watcher, but I do appreciate the artwork and story lines though.'

 

Also the ships are pretty. =3

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done with the mod, just doing cleanup

you actually don't have to rename the files as far as I can tell

 

Update: cleanup complete

Edited by TheSupremeOne34

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