World of Warships: Legends ship guide

Kolberg A

Beta
Germany · Tier II · Cruiser · Premium · Kolberg Variant
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • 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…
Key characteristics
2 sigma accuracyHigh HE / fire outputHigh AP DPMFragileNo AA
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Community Data

Kolberg A Community Stats

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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

AP DPM machine

230000 AP DPM, best of T2 CAs. Punishes broadsides.

Fast turret traverse

10.0°/s turret traverse, top decile of T2 CAs. Tracks fast-rotating targets peers can't keep up with.

Fast reload

3.6 s reload, top decile of T2 CAs. Top-tier salvo cycle.

High fire pressure

5.0 fires/min, top decile of T2 CAs. Keeps DCP on cooldown.

Low fire chance

5.0% fire chance per HE shell, bottom decile of T2 CAs. AP carries more weight.

Slow AP shells

715.0 m/s AP muzzle velocity, bottom decile of T2 CAs. Lobby trajectory, more lead, easier to dodge at range.

Acquisition

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.

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Commanders frequently paired with this ship AL Graf SpeeAL HipperAL Roon

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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.

BestMain battery reload3.6 s (1 of 2 tied) BestAP DPM230,000 (1 of 2 tied) Top 10%Fires per minute5 (3/24) Top 10%AP arming threshold18 mm (3/24) Top 25%Rudder shift5.4 s (5/25) Top 25%HE DPM120,000 (7/24) Top 25%Engine power31,000 hp (7/25) Top 25%Turn-speed retention66 hp/m (7/25) Top 25%Displacement4,915 t (5/25) Top 25%Power-to-weight6.31 hp/t (7/25) Bottom 25%Hit points18,300 HP (23/25) Bottom 25%AP fuse timer0.01 s (19/24) WorstMain battery caliber105 mm (1 of 2 tied) WorstNo secondaries (10 of 25 in cohort) WorstAP velocity715 m/s (1 of 2 tied) WorstHE velocity715 m/s (1 of 2 tied) WorstNo AA (9 of 25 in cohort) WorstNo torpedoes (19 of 25 in cohort)
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.

Max speed27 kt(9/25) Concealment9.39 km(15/25) Air detection5.63 km(15/25) Traverse-to-turn ratio5.91 ×(9/25) Main battery range10.97 km(19/25) Sigma2(11/25) Main dispersion108.7 m(17/25) Acceleration23.7 s(7/21) Max armor100 mm(16/25) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value)
Survivability
Hit Points18,300
Displacement4,915 t
Armor range6–100 mm
Plate armor thicknesses6, 9, 10, 19, 50, 80, 100 mm
Armor material/layer entries38
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
9,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
5,500
Main Battery
ModuleArtillery: 105 mm L/45 MPL C/06
Mounts / barrels12 mounts / 12 barrels
Reload time4 s
Firing range11 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1097030·81.11000+1.1)·30=108.7m
108.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =108.7·0.6=65.2m
65.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =108.7·0.319(σ=2)=34.7m
34.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =65.2·0.319(σ=2)=20.8m
20.8 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 4 s base reload = 90.
90
HE shells
HE Damage1,200
HE Velocity715 m/s
Fire Chance5%
HE penetration
ƒ18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
18 mm
HE full-salvo alpha
ƒ1,200 HE damage x 6 broadside guns = 7,200.
7,200
Base HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.
108,000
Base fires/min
ƒ6 HE shells x 60 / 4 s reload x 5% fire chance = 4.5.
4.5
AP shells
AP Damage2,300
AP Velocity715 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold18 mm
AP overmatch
ƒfloor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1870·18.20.69·0.1051.07·7151.38=134.1mm. Matches the in-game spec card.
134.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13 km), where the shell has slowed to 236 m/s: P=107·1870·18.20.69·0.1051.07·2361.38=29.1mm.
29.1 mm
AP full-salvo alpha
ƒ2,300 AP damage x 6 broadside guns = 13,800.
13,800
Base AP DPM
ƒ13,800 AP full-salvo alpha x 60 / 4 s base reload = 207,000.
207,000
AP AOE Radius
ƒAP 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.
3
Maneuverability
Engine moduleEngine: 31,000 hp
Engine power31,000 hp
Maximum speed27 kt
Turning circle radius470 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime 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: maxPower=(Pm)0.42=(31,0004,915)0.42=2.1674; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=23.7s. 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.
23.7 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (26.7 kt of 27). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=38.3s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
38.3 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·27.0·0.5144470=1.69°/s, so ratio=ωturretωhull=101.69=5.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.9× slow
Concealment
Detectability by sea9.39 km
Detectability by air5.63 km
Smoke firing penalty3.32 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
9.39 km
Detect Fire Sea11.39 km
Detect Fire Air8.63 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

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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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp108.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10970}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 108.7\,\text{m}$
Max Vert Disp65.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 108.7 \cdot 0.6 = 65.2\,\text{m}$
Med Horiz Disp34.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 108.7 \cdot 0.319\;(\sigma = 2) = 34.7\,\text{m}$
Med Vert Disp20.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 65.2 \cdot 0.319\;(\sigma = 2) = 20.8\,\text{m}$
AP Pen Close134.1 mm
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.
AP Pen Far29.1 mm
Same formula at the ship's max firing range (13 km), where the shell has slowed to 236 m/s: $P = 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 236^{1.38} = 29.1\,\text{mm}$.
HE penetration18 mm
18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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.
Broadside guns used for alpha6
Barrels that can bear on one beam (6 of 12); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha7,200
1,200 HE damage x 6 broadside guns = 7,200.
AP full-salvo alpha13,800
2,300 AP damage x 6 broadside guns = 13,800.
Base HE DPM108,000
7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.
Base AP DPM207,000
13,800 AP full-salvo alpha x 60 / 4 s base reload = 207,000.
Base shells/min90
6 broadside guns x 60 / 4 s base reload = 90.
Base fires/min4.5
6 HE shells x 60 / 4 s reload x 5% fire chance = 4.5.

AA defense

Close-range AA DPS0
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).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior Kolberg A can equip, from in-game data.

  • Kolberg A default exterior
    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.

Source status No high-context source card yet Filtered for precision

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