Komissar: Tier X Soviet Russian Hybrid Cruiser 1935
In the 1930s, as the Soviet fleet was undergoing active construction, designers were notably proactive in their projects. The envisioned ship was to be outfitted with twelve 240 mm main guns and twelve 130 mm secondary battery guns. As a hybrid vessel in the game, it is also designed to deploy aircraft equipped with rockets.
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Commemorative 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.
Pros and Cons
Pros:
- Firepower: Komissar boasts 12x240mm guns, which deliver a substantial HE salvo with cruiser dispersion.
- Effective Against Certain Cruisers: The 240mm HE shells can penetrate 40mm of armor, making Komissar effective against cruisers like Petro, Napoli, and Marseille that are HE-resistant.
- Hybrid Capability: While the planes are not a primary focus, the tactical rocket planes can be useful for supporting your team.
Cons:
- Vulnerable Armor: Komisar’s 30mm deck and upper hull armor make her susceptible to battleship AP and cruiser HE. Engaging in gunfights can result in significant damage.
- Low Hit Points: With only 43,800 hit points, Komissar has the lowest HP pool among T10 Soviet heavy cruisers, even less than Nevsky.
- Lack of Radar: Komissar lacks radar access, which may impact her situational awareness.
Gameplay
- Avoid Slugging Matches: Komisar’s vulnerable armor makes her ill-suited for prolonged gunfights. Engaging in a slugging match can lead to significant damage, so choose your battles wisely.
- Main Battery Strength: Komisar’s main battery consists of 240mm guns with good HE penetration. However, her AP penetration is similar to that of Moskva.
- Beware of “Bow-In” Position: Being stuck “bow-in” (with your bow facing the enemy) can be detrimental. Komisar’s limited armor means that sustained fire from the front can quickly lead to her demise.
- Tactical Plane Usage: While the planes are not a primary focus, use them situationally. They can spot enemy ships or provide support when your main guns are unavailable.
- AP Overmatch Capability: Komisar’s AP shells can overmatch the bow and stern armor of light cruisers (16mm thickness).
Komissar Info
Ship Name: X Komissar
Level: 10
Paper ship: Yes
WG introduction: August 11, 2023
Status during testing and Final: Special Ship
Release: 13.4
Base Value: 34,650
Resource: 30,000 and 35,000 Steel
Nation: Soviet Russia
Current development status: Released
How to Obtain Komissar
- Update 13.4: Players can obtain the basic X Komissar by spending 30,000 Steel.
- 13.4 Bundle Option: There’s an option to get X Komissar along with the Made of Steel permanent camouflage for 35,000 Steel.
- Update 13.5: In this update, Players can obtain the bundle option X Komissar and Made of Steel permanent camouflage for 30,000 Steel.
- Discount Coupon: Players can use a discount coupon in Update 13.5 to get an even better discount on both X Komissar and the Made of Steel permanent camo for 32,500 Steel.
Armor
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
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
Overmatch: 16 mm
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 HE:
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
Chance of causing fire: 28.0%
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
Great ships.
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