Kommissar: Tier X Soviet Russian Hybrid Cruiser 1935 (CT 13.3 Changes)

Kommissar Header Image

flag shipicon Kommissar: 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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CT 13.3 Changes to flag Cruiser Special Ship Icon X Kommissar
  • AP Shell Modifications:
    • Guaranteed Ricochet Angle: The guaranteed ricochet angle for her AP shells has been raised from 60 to 65 degrees.
    • Ricochet Check Angle: The angle at which ricochets are assessed has been adjusted from 45 to 50 degrees.
    • Citadel Hit Point Restoration: After taking citadel damage, Komissar now recovers 50% of her hit points (up from 33%).

Commemorative Flag

image of kommissar memorable flag
Kommissar Commemorative Flag
Military kommissars 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.
Image of Kommissar Stats Banner

Key Features

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

  • Hybrid Cruiser: Kommissar 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: Kommissar 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: Kommissar has a small HP pool and weak armor. Survivability is a challenge, so strategic positioning and evasive maneuvers are crucial.
  • Maneuverability: Despite its limitations, Kommissar compensates with high speed. Maneuvering swiftly can help avoid incoming fire and position for attacks.


Gameplay aspects of the Soviet cruiser Kommissar:

  • Combat Range: Kommissar 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: Kommissar 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: Kommissar 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.

Kommissar Info

Kommissar Default Perm Camos
Default #1 Default #2
Ship Name:  flag Cruiser Special Ship Icon X Kommissar
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
Possible Resources: coalSteelResearch Points
Nation:  flag Soviet Russia
Current development status: Work in Progress


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 %


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


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

AA 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%


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


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


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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