Komissar: Tier X Soviet Russian Hybrid Cruiser 1935 (Steel Ship)

Kommissar Header Image

flag shipicon Komissar: Tier X Soviet Russian Hybrid Cruiser 1935

During the 1930s, while the Soviet fleet was actively being constructed, designers were quite proactive in creating projects. In March 1935, engineers Rimski-Korsakov and Maslov from Central Design Bureau of Special Shipbuilding No.1 presented a pre-draft project for a heavy cruiser. The ship was to be equipped with twelve 240 mm main guns, twelve 130 mm secondary battery guns, and aircraft. To achieve a high speed, it was proposed to install boilers with high steam parameters and a triple-shaft power plant.
 
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Commemorative Flag

image of kommissar memorable flag
Komissar Commemorative Flag
Military komissars first appeared in the RSFSR in 1918. In 1925, unity of command was established over both the Red Army and Red Fleet. For much of this period, the naval flag of the RSFSR was a red cloth with braids, depicting a star and an anchor.
 
 
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Key Features

Let’s delve into the key features of the Soviet cruiser Komissar:

  • Hybrid Cruiser: Komissar is a hybrid cruiser, combining elements of both artillery and aircraft capabilities.
  • Attack Aircraft Squadron: The ship has access to a squadron of Attack Aircraft equipped with HE rockets. These aircraft can be used for reconnaissance and dealing damage to enemy ships.
  • Main Battery Guns: Komissar boasts twelve 240mm main battery guns. These guns deliver substantial damage per salvo, making them formidable in combat.
  • Torpedoes: The cruiser is also armed with torpedoes. While they have decent speed and deal respectable damage, they come in limited numbers per salvo.
  • HP Pool and Armor: Komissar has a small HP pool and weak armor. Survivability is a challenge, so strategic positioning and evasive maneuvers are crucial.
  • Maneuverability: Despite its limitations, Komissar compensates with high speed. Maneuvering swiftly can help avoid incoming fire and position for attacks.

Gameplay

Gameplay aspects of the Soviet cruiser Komissar:

  • Combat Range: Komissar performs optimally at medium to high combat ranges. Therefore, positioning yourself favorably on the battlefield is crucial to unlock the ship’s full potential.
  • Damage Potential: Komissar can deal significant damage using a variety of armaments. Its twelve 240mm main battery guns and torpedoes contribute to its offensive capabilities.
  • Vulnerability: However, be cautious! Getting caught off-guard or facing sustained fire from multiple enemy ships can swiftly send this cruiser back to port due to its small HP pool and weak armor.
  • Consumables:
    • Repair Party: Komissar benefits from an increased number of Repair Party charges and a fast cooldown. Use it wisely to restore lost hit points during battle.
    • Hydroacoustic Search or Defensive AA Fire: These consumables share the same slot. Choose based on the situation: Hydroacoustic Search for detecting torpedoes and ships, or Defensive AA Fire to fend off enemy aircraft.

Komissar Info

Komissar Default Perm Camos
Default #1 Default #2
Ship Name:  flag Cruiser Special Ship Icon X Komissar
Level:  10
Paper ship: Yes
WG introduction:  August 11, 2023
Status during testing and Final: Cruiser Special Ship Icon Special Ship
Estimated Release: 13.3
Base Value: resource 34,650
Resource: Steel Steel (Amount is yet to be verified)
Nation:  flag Soviet Russia
Current development status: Work in Progress

Armor

Image of Warship Komissar Armor Plating
Hit Points: 43,800 hp
Armour: 16-200 mm
Armor Belt: 30-115 mm
Fore Athwartships: 27-115 mm
Aft Athwartships: 27-115 mm
Turret Plating: 125-200 mm
Superstructure: 16 mm
Plating: 30 mm
Citadel Deck: 50 mm
Citadel Bottom: 40 mm
Tonnage: 17,280
Torpedo Protection, Damage Reduction: 7%

Main Battery Armament

Main Battery

4x3 240 mm/60 on a MK-3-240 mount:
Max Range: 17.2 km
Reload: 15.0 s
180° Turn Time: 32.7 s
Dispersion at Max Range: 152 m
Sigma: 2.05σ
 

Shell Types

HE Shells

12x 240 mm HE Model 1944:
Maximum HE shell damage: 3,450
Max HE Shell Damage Per Minute: 165,600
Alpha Piercing HE: 40.0 mm
Shell Air Drag: 0.273
Shell Always Ricochet At: 60.0°
Normalization: 8.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 240 mm
Shell Krupp: 560.0
Shell Mass: 235 kg
Shell Ricochet At: 91.0°
HE Shell initial velocity: 940.0 m/s
Chance of causing fire: 20.0%
 

AP Shells

12x 240 mm AP Model 1944:
Max AP Shell Damage: 6,200
Max AP Shell Damage Per Minute: 297,600
Ammo Type: Armor Piercing
Shell Air Drag: 0.273
Shell Always Ricochet At: 65.0°
Normalization: 7.0°
Shell Detonator: 0.033
Shell Detonator Threshold: 40.0 mm
Shell Krupp: 2611.0
Shell Mass: 235.0 kg
Ricochet At: 50.0°
Shell Speed: 940.0 m/s

Air Wing

Attack Aircraft - Lavochkin La-9
Plane HP: 1,090 hp
Cruising Speed: 168 kts
Max Speed: 208 kts
Engine Boost Time: 5 s
Engine Boost Reload Time: 10 s
Size of attacking flight: 6
Aircraft per squadron: 6
Aircraft restoration time: 6/120 s
Detectability range: 10.0 km
Number of aircraft on deck: 6
 

Rocket Details

Rockets in payload: 4× S-21 (HE)
Maximum rocket damage: 4,050
Armor penetration: 40 mm
Projectile detonator: 0.03
Chance to cause fire: 22 %

Secondaries

6x2 130 mm/60 on a BL-101 mount:
Maximum HE shell damage: 1,900
Range: 7.3 km
Reload: 5.0 s
Alpha Piercing HE: 22.0 mm
Shell Air Drag: 0.2549
Shell Always Ricochet At: 60.0°
Normalization: 68.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 130 mm
Shell Krupp: 52.0
Shell Mass: 33.4 kg
Shell Ricochet At: 91.0°
HE Shell initial velocity: 900.0 m/s
Chance of causing fire: 8.0%

Depth Charge Airstrike

Reload time: 30.0 s
Available flights: 2
Number of Aircraft in Attacking Flight: 1
Maximum range: 8.0 km
Number of Bombs in Payload: 2x Plab 300
Maximum bomb damage: 4900

Torpedoes

2×3 533 mm/53-39 mod. 4:
Max Damage: 15,100
Range: 10.0 km
Reload: 76 s
Speed: 60 kts
180 degree turn time: 7.2 s
Torpedo detectability: 1.2 km

Anti-Aircraft Defense

Long Range:

6x2 130 mm/60 on a BL-101 mount:
Firing range:  6.0 km
Hit Probability:  90%
Damage Within an Explosion:  1680
Damage by long-range AA guns:  105
Number of Explosions Per Salvo:  5
Continuous Damage: 413
Action Zone:  3.5 - 6.0 km
 

Mid Range:

14x2 37 mm V-11 mount:
Firing range:  3.5 km
Damage by mid-range AA guns:  210
Hit Probability:  90%
 

Short Range:

10x4 23 mm 4U-23 mount:
Firing range:  2.5 km
Damage by mid-range AA guns:  588
Hit Probability:  85%

Mobility

Maximum speed: 35.5 knots
Turning circle radius: 1070 m
Rudder shift time: 10.5 s
Propulsion: 140,000 hp

Detection

Surface Detectability: 14.2 km
Air Detectability: 10.5 km
Detectability by enemy subs: 0-10.5 km
Detectability whilst firing in smoke: 9.7 km

Consumables

Slot 1: Damage Control Party

  • Charges: Infinite
  • Work Time: 5 seconds
  • Reload Time: 60 seconds
 

Slot 2: Repair Party

  • Charges: 4
  • Action Time: 28 seconds
  • HP per Second: 219.0 HP/s
  • Reload Time: 40 seconds
 

Slot 3: Defensive AA Fire (Choose between Defensive AA Fire or Hydroacoustic Search)

  • Charges: 4
  • Action Time: 40 seconds
  • Reload Time: 80 seconds
  • Continuous Damage: +100%
  • Damage from Shell Explosions: +300%
 

Slot 3: Hydroacoustic Search (Choose between Defensive AA Fire or Hydroacoustic Search)

  • Charges: 3
  • Action Time: 100 seconds
  • Reload Time: 120 seconds
  • Detection Range Torpedoes: 3.5 km
  • Detection Range Ships: 5.0 km

These consumables provide various tactical advantages during gameplay. The Damage Control Party is essential for mitigating critical damage effects like fires and flooding. The Repair Party helps recover hit points over time, which can be crucial for sustaining your cruiser in battle. The Defensive AA Fire increases the ship’s AA capabilities, making it more effective against aircraft. Lastly, the Hydroacoustic Search enhances the detection of torpedoes and ships, which is vital for avoiding ambushes and planning strategic moves.

Remember, the choice between Defensive AA Fire and Hydroacoustic Search will depend on the specific threats you anticipate facing in battle.

 
All statistics are presented without crew and upgrade modifiers, but with the best modules available. Please note that these statistics may change at any time.
 
Please be aware that all information in this post is 'Work in Progress', the announced adjustments and features may undergo multiple changes during testing, all changes will be added to this post immediately after they become available, the final details will be officially published and labelled in the ship info as 'Released' on this post.
 

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