Kolberg A
Beta- Take angled mid-range positions near islands or cap approaches, farming safely while looking for broads…
- Avoid: Do not assume German toughness means you can ignore crossfires; broadside cruiser armor still disappear…
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Kolberg A Community Stats
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Kolberg A Community Stats
Record History
Playstyle
Overview
Kolberg is a Tier II German tech tree cruiser best treated as a German cruiser that mixes durable mid-range pressure, strong AP opportunities, and utility around contested lanes. Its value comes from choosing safe firing lanes, punishing exposed targets, and using mobility or cover before battleship focus locks on.
Positioning
Take angled mid-range positions near islands or cap approaches, farming safely while looking for broadsides and destroyer-control moments. Choose cover, kiting lanes, or flank angles that keep the main battery active while preserving room to disengage before focus fire stacks.
Potato Avoidance
Assume German toughness means you can ignore crossfires
Broadside cruiser armor still disappears under battleship guns. The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.
Signature Traits
230000 AP DPM, best of T2 CAs. Punishes broadsides.
10.0°/s turret traverse, top decile of T2 CAs. Tracks fast-rotating targets peers can't keep up with.
3.6 s reload, top decile of T2 CAs. Top-tier salvo cycle.
5.0 fires/min, top decile of T2 CAs. Keeps DCP on cooldown.
5.0% fire chance per HE shell, bottom decile of T2 CAs. AP carries more weight.
715.0 m/s AP muzzle velocity, bottom decile of T2 CAs. Lobby trajectory, more lead, easier to dodge at range.
How to get Kolberg A
Kolberg A is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
AL Graf Spee, AL Hipper, and AL Roon are useful German cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Kolberg A sits among Tier II CAs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 11 mid-pack stats
Not standouts for Kolberg A -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
6 broadside guns x 60 / 4 s base reload = 90.HE shells
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18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).ƒ
1,200 HE damage x 6 broadside guns = 7,200.ƒ
7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.ƒ
6 HE shells x 60 / 4 s reload x 5% fire chance = 4.5.AP shells
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floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13 km), where the shell has slowed to 236 m/s: .ƒ
2,300 AP damage x 6 broadside guns = 13,800.ƒ
13,800 AP full-salvo alpha x 60 / 4 s base reload = 207,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Time to accelerate from 0 kt to 90% of top speed (24.3 kt of 27). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (26.7 kt of 27). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10970}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 108.7\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 108.7 \cdot 0.6 = 65.2\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 108.7 \cdot 0.319\;(\sigma = 2) = 34.7\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 65.2 \cdot 0.319\;(\sigma = 2) = 20.8\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 715^{1.38} = 134.1\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (13 km), where the shell has slowed to 236 m/s: $P = 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 236^{1.38} = 29.1\,\text{mm}$.18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.Barrels that can bear on one beam (6 of 12); casemate/wing mounts only fire one side.180 degrees / 10 deg/s traverse speed = 18 s.1,200 HE damage x 6 broadside guns = 7,200.2,300 AP damage x 6 broadside guns = 13,800.7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.13,800 AP full-salvo alpha x 60 / 4 s base reload = 207,000.6 broadside guns x 60 / 4 s base reload = 90.6 HE shells x 60 / 4 s reload x 5% fire chance = 4.5.AA defense
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).Longest-reaching aura across AA-only + dual-purpose auras.Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Kolberg A can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.
