Kolberg A
Beta- Hold under 10 km with islands tight enough to break vision on demand
- Avoid: Open-water broadside trading
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Kolberg A Community Stats
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Kolberg A Community Stats
Record History
Playstyle
Overview
Kolberg A is a Tier II German light cruiser with 105mm guns at 11 km, 3.6-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: best AP DPM in T2 CAs (230,000) and best high-arc HE shells in T2 CAs (54.5°).
Positioning
Hold under 10 km with 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.
Potato Avoidance
Open-water broadside trading
Her 105mm shells citadel cruisers on the wrong frame, and her 18,300-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
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
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 13 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
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
90 shells/min 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 reach 90% of top speed (24.3 kt of 27 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (26.7 kt of 27 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.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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10970}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 108.7\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 108.7 \cdot 0.6 = 65.2\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.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 = 90.90 shells/min 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.Armor Beta
Hull HP 18,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 106+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 6 mm primary (range 6–100 mm) | ≈ 915 (~5% of HP) | Overmatched by 127mm+ (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 mm | ≈ 13,725 (~75% of HP) | Overmatched by 150mm+ (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. |
| Stern | 6 mm primary (range 6–80 mm) | ≈ 915 (~5% of HP) | Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 80 mm primary (range 9–80 mm) | 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. |
| Superstructure | 6 mm primary (range 6–50 mm) | no cap | 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). |
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.
3D armor viewer
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.
