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 under 10 km with islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
High AP DPMHigh-arc HE shellsFast turret traverseFast reloadFragile
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Community Data

Kolberg Community Stats

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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) and best high-arc HE shells in T2 CAs (37.5°).

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. 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
  • High-arc HE shells · 37.47°
  • Fast turret traverse · 10°
  • Fast reload · 4 s
  • Fire-starter cruiser
MIXED MAIN BATTERY
  • Low fire chance · 5%
  • Slow AP shells · 715 m
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.

Show Germany tech-tree branch diagram
Germany Tech Tree

Kolberg sits in the Fire-Support Cruisers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds

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

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Commanders frequently paired with this ship AL Graf SpeeAL HipperAL Roon

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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%Acceleration23.7 s (7/26) Top 25%Engine power31,000 hp (7/26) Top 25%Turn-speed retention66 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 19 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) Traverse-to-turn ratio5.91 ×(9/26) Main battery range10.97 km(18/26) Sigma2(12/26) HE DPM108,000(9/25) Main dispersion108.7 m(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) Deck armor50 mm(13/26) 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, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
130.2 x 13.9 m (measured from the ship model)
Armor range6–100 mm
Plate armor thicknesses6, 9, 10, 19, 50, 80, 100 mm
Armor material/layer entries38
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 0% → 3.3%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,647 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (1,830 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
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%
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, read from in-game data. 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
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(10970.330·81.11000+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 Damage1,200
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 x 5% fire chance = 4.5.
4.5
AP shells
AP Damage2,300
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1870·18.20.69·0.1051.07·7151.38=134.1mm. Matches the in-game spec card.
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=107·1870·18.20.69·0.1051.07·236.11.38=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
AA Defense
AA mount points0
Maximum AA range
ƒIn-game AA card max range: None km. Only the longest-reach family contributes at this distance.
None km
Maneuverability
Engine power31,000 hp
Maximum speed27 kt
Turning circle radius470 m
Rudder shift time5.4 s
Engine power-boost threshold7 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. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
23.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
8.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27 kt), from our in-house acceleration model.
23.7 s
Acceleration 0-99%
ƒTime 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.
38.3 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·27.0·0.5144470=1.69°/s, so ratio=ωturretωhull=101.69=5.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.9× slow
Concealment
Detectability by sea9.39 km
Detectability by air5.63 km
Smoke firing penalty3.32 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
10.97 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
7.73 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
11.39 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
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 shift9.7 → 7 s
Fire controlUpgrade
  • Main battery range9,973 → 10970.3 m

See all derived stats

Show

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

Shell Grouping (σ)2
Max Horiz Disp108.7 m at 11 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(10970.330·81.11000+1.1)·30=108.7m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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.
Max Vert Disp65.2 m at 11 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =108.7·0.6=65.2m
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+(0.60.5)·10000548510970.35485=0.5823, so σV=σH·k=102·0.5823=59.4m.
Med Horiz Disp32.6 m at 11 km
50%-hit horizontal radius: σH,50=σH·0.6σ =108.7·0.62=32.6m
Med Vert Disp19.6 m at 11 km
50%-hit vertical radius: σV,50=σV·0.6σ =65.2·0.62=19.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close134.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1870·18.20.69·0.1051.07·7151.38=134.1mm. Matches the in-game spec card.
AP Pen Far29.1 mm at 11 km
Same formula at the ship's max firing range (11 km), where the shell has slowed to 236.1 m/s: P=107·1870·18.20.69·0.1051.07·236.11.38=29.1mm.
AP pen 5 km59 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. 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, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. 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=9.81×105. 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: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. 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: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration18 mm
18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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.
Broadside guns used for alpha6
Barrels that can bear on one beam (6 of 12); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha7,200
1,200 HE damage x 6 broadside guns = 7,200.
AP full-salvo alpha13,800
2,300 AP damage x 6 broadside guns = 13,800.
HE DPM108,000
7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.
AP DPM207,000
13,800 AP full-salvo alpha x 60 / 4 s base reload = 207,000.
Shells/min90
6 broadside guns x 60 / 4 s base reload = 90.
Fires/min4.5
90 shells/min x 5% fire chance = 4.5.

AA defense

AA DPS at point-blankNone
In-game AA card sum: None DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at None km is unknown.
Maximum AA rangeNone km
In-game AA card max range: None km. Only the longest-reach family contributes at this distance.

Armor Beta

Hull HP 17,20018,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

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.

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Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Kolberg can equip, from in-game data.

  • 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