World of Warships: Legends ship guide

Kolberg

Also called: 科尔贝格 Beta
Light cruiserHE fires and sustained DPM rather than picking AP citadels.
Playstyle
  • Hold islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
High AP DPMFast reloadFast turret traverseHigh-arc HE shellsFragile
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Community Data

Kolberg Community Stats

Across 1,100+ Standard battles from 250+ players, Kolberg averages a 51% win rate, 15,500 damage and 0.7 kills per battle, and survives 26% of them.

Community Data

Kolberg Community Stats

Log in to GamingDiver and upload your data to see Community Data for Kolberg: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Kolberg is a Tier II German light cruiser with 105mm guns at 11 km, 4-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: best AP DPM in T2 CAs (207,000, 1st of 25) and fast reload in T2 CAs (4 s, 1st of 26). The trade is hit points in T2 CAs (18,300 HP, 25th of 26).

Positioning

Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. The helm answers quickly (5.4 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 9.4 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 18,300 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

LOBBING BATTERY ↗
  • AP DPM machine · 207000 AP
  • Fast reload · 4 s
  • Fast turret traverse · 10°/s
  • High-arc HE shells · 37.47°
  • Fire-starter cruiser
Fragile HP pool ↗

18300 HP, bottom quartile of T2 CAs. Trade hits sparingly.

Low fire chance ↗

5% fire chance per HE shell, bottom decile of T2 CAs. AP carries more weight.

Acquisition

How to get Kolberg

Kolberg is available in the Fire-Support Cruisers branch of the Germany Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Germany tech-tree branch diagram
Official WG availability sources
  • Honoring the Battle of Jutland Sale Start: 2025-05-19
    • Until June 2, enjoy discounts on select Tech Tree ships:
    • 25% off German Tech Tree ships: Kaiser, Karlsruhe, Kolberg, König, V-25, V-170

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL Graf SpeeAL HipperAL Roon

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Kolberg 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 reload4 s (1 of 2 tied) BestAP DPM207,000 (1 of 2 tied) Top 10%Smoke fire bloom3.32 km (3/26) Top 10%AP arming threshold18 mm (3/25) Top 25%Rudder shift5.4 s (5/26) Top 25%Fires per minute4.5 (5/25) Top 25%Time to 90% speed22.5 s (7/26) Top 25%Engine power31,000 hp (7/26) Top 25%Power / turn radius66 hp/m (7/26) Top 25%Displacement4,915 t (5/26) Top 25%Power-to-weight6.31 hp/t (7/26) Bottom 25%HE shell damage1,200 (23/25) Bottom 10%Hit points18,300 HP (25/26) WorstMain battery caliber105 mm (1 of 2 tied) WorstNo secondaries (10 of 26 in cohort) WorstAP velocity715 m/s (1 of 2 tied) WorstHE velocity715 m/s (1 of 2 tied) WorstNo AA (9 of 26 in cohort) WorstNo torpedoes (20 of 26 in cohort)
See 18 mid-pack stats

Not standouts for Kolberg -- 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(9/26) Concealment9.39 km(17/26) Air detection5.63 km(17/26) Turning circle470 m(19/26) Main battery range10.97 km(18/26) Sigma2(12/26) HE DPM108,000(11/25) Main dispersion108.7 m(9/26) Acceleration (0-12 kt)9.7 s(9/26) AP fuse timer0.01 s(19/25) AP pen at 10 km31 mm(19/25) Max armor100 mm(17/26) Citadel belt80 mm(9/26) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit PointsInitial: 17,200 → 18,300
Displacement4,915 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
130.2 x 13.9 m (ship-model figure)
Armor range6–100 mm
Plate armor thicknesses6, 9, 10, 19, 50, 80, 100 mm
Armor material/layer entries38
Fire resistance
ƒstock hull: 1 − 1 fire coefficient = 0%; top hull: 1 − 0.9667 fire coefficient = 3.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 0% → 3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 18,300 HP = 1,647 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 18,300 HP = 1,830 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,000
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,100 = 6,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,100
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 13,700 = 27,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
13,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 400 = 800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 900 = 1,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
900
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 105 mm L/45 MPL C/06
Mounts / barrels12 mounts / 12 barrels
Reload time4 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverse10 °/s
Turret armor50 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x 169° arc, 2x 158° arc, 141° starboard-only, 139° starboard-only, 139° port-only, 2x 160° arc, 2x 164° arc, 141° port-only
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (11.0 km) shells land in an ellipse about 109 m wide and 65 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(10970.330·8−1.11000+1.1)·30=108.7m
108.7 m at 11 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =108.7·0.6=65.2m
65.2 m at 11 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =108.7·0.62=32.6m
32.6 m at 11 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =65.2·0.62=19.6m
19.6 m at 11 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ6 broadside guns x 60 / 4 s base reload = 90.
90
HE shells
HE alpha1,200
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
HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.
108,000
Fires/min
ƒ90 shells/min × 0.05 (5% fire chance) = 4.5.
4.5
AP shells
AP alpha2,300
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1870·18.20.69·0.105−1.07·7151.38=134.1mm.
134.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11 km), where the shell has slowed to 236.1 m/s: P=10−7·1870·18.20.69·0.105−1.07·236.11.38=29.1mm.
29.1 mm at 11 km
AP full-salvo alpha
ƒ2,300 AP damage x 6 broadside guns = 13,800.
13,800
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 power31,000 hp
Maximum speed27.0 kt
Turning circle radius470 m
Rudder shift timeInitial: 7.5 s → 5.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.
11.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
24.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27.0 kt).
22.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
35.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.1 = +2.9°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 9.39 km x 0.955 = 8.97 km. Camouflage does not change detectability by air.
9.39 km
With Grade IV camouflage (sea)
ƒDetectability by sea 9.39 km x 0.955 (Grade IV permanent camo or any disposable camo) = 8.97 km.
8.97 km
Detectability by air5.63 km
Smoke firing penalty3.32 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 9.39 km) = 10.97 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.97 km
Detect when firing (air)
ƒAir detectability 5.63 km + gun-firing bloom 2.1 km = 7.73 km. The bloom tracks main-battery caliber 105 mm × 0.020 = 2.1 km.
7.73 km
Detect when on fire (sea)
ƒSea detectability 9.39 km + 2.0 km while burning = 11.39 km.
11.39 km
Detect when on fire (air)
ƒAir detectability 5.63 km + 3.0 km while burning = 8.63 km.
8.63 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points17,200 → 18,300
  • Rudder shift7.5 → 5.4 s
Fire controlUpgrade
  • Main battery range9,973 → 10970.3 m

Under the hood

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All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter height @ 5 km32 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10970.3=5485 m, and radiusOnMax=0.6 at 10970.3 m. Below the kink: k=0.2+(0.5−0.2)·50005485=0.4735, so σV=σH·k=67.5·0.4735=32m.
Shell scatter height @ 10 km59.4 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10970.3=5485 m, and radiusOnMax=0.6 at 10970.3 m. Above the kink: k=0.5+(0.6−0.5)·10000−548510970.3−5485=0.5823, so σV=σH·k=102·0.5823=59.4m.
AP pen 5 km59 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1870·18.20.69·0.105−1.07·394.51.38=59mm, where 394.5 m/s is the shell's speed when it arrives at 5 km (from 715 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km31 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1870·18.20.69·0.105−1.07·246.81.38=31mm, where 246.8 m/s is the shell's speed when it arrives at 10 km (from 715 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km9.82 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4125·0.10528·18.2=9.81×10−5. That runs from a 715 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km10.07 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.422·0.10528·18=0.000102. That runs from a 715 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)6
Counted from each mount's firing arc: most barrels that bear at once: 6 of 12, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)1,870
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass18.2 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4125
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity715 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity715 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.
Open in Charting Tool

Ship Charts

Background

The last protected cruiser in the German Navy. The ship was developed from the Dresden-class multipurpose cruisers. In contrast to her predecessors, she had larger dimensions, a higher speed, and more powerful artillery. During her modernization, Kolberg received two deck-mounted torpedo tubes in addition to her primary armament.

Armor Beta

Hull HP 17,200 → 18,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel80 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–100 mm)1,000 (5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)10 mm13,700 (75% of HP)
Overmatched by 150mm+ AP (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–80 mm)900 (5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 9–80 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–50 mm)400 (2% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP9,200 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Rudder (module)separate HP pool, does not drain ship HP5,500 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Exteriors

Skins & permanent camouflages

Every custom exterior Kolberg can equip.

  • Kolberg default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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