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		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U16078272</id>
		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-04-05T05:36:37Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=162149</id>
		<title>IJN Kongo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=162149"/>
				<updated>2023-05-09T14:46:11Z</updated>
		
		<summary type="html">&lt;p&gt;U16078272: /* Survivability and armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_battlecruiser_kongo&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (金剛, [[Abbreviations#.28JP.29_Naval|namesake]]: Mount Kongō) is a rank {{Specs|rank}} Japanese battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;Wind of Change&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The Kongō was the lead ship of the Kongō-class and would be the last Japanese capital ship built outside Japan. Designed by the British naval engineer George Thurston and laid down in 1911 initially as a battlecruiser she would see 2 major refits that would reclassify her as a fast battleship.&lt;br /&gt;
&lt;br /&gt;
First commissioned in 1913, patrolling the Chinese coast during WWI, she would see many major naval actions in the Pacific War until November 1944 when she would sink while in transit by a submarine.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kongo's armour truly reflects her legacy as a battlecruiser, even though she has been uparmoured from her original design. Her 203 mm main belt is the second weakest capital ship belt in the game - only HMS Invincible's 152 mm belt is worse, and it's enough to stop cruiser shells, but will stand no chance against battleships. The rest of her amidships hull is protected by 152 mm armour, which greatly improves her survivability against splash damage and weaker shells, but is not very effective against enemy AP. Her bow has a 76 mm belt that extends from the waterline, but as with most battleships, the majority of the bow is left unarmoured. Her turrets have 254 mm of armour, while her barbettes have 229 mm. This is reasonable by battleship standards, but still leaves her turrets vulnerable to even cruiser AP. Her conning tower, nestled behind turret B, is surrounded by 254 mm of armour.&lt;br /&gt;
&lt;br /&gt;
Within the ship, all four magazines are protected by a turtleback armour scheme, which greatly improves her protection against ammunition detonations, especially at close range. In addition to this, the steering at the stern of the ship is armoured by an enormous concrete block.&lt;br /&gt;
&lt;br /&gt;
Overall, her armour is certainly enough to give her protection against most cruisers and some battleships on her side armour , especially when angled, but Kongo has no armour protection in the center of the ship, which means even a Destroyer can easily remove Kongo by shooting HE shells on her center. &lt;br /&gt;
[[File:Kongo has no armor in the center of the ship.png|thumb|Kongo has no armor in the center of the ship.]]&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}'s crew consists of 1,437 personnel, which is respectable. It is far more than any World War One-era dreadnought, although it's less than the Scharnhorst's complement, and is smaller than the crews of even some World War Two cruisers.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The Kongo's nature as a battlecruiser reflects in her speed, which is a very good 56 km/h. This is only slightly less than most cruisers, and is leaps and bounds ahead of the speed of dreadnoughts. However, her acceleration and deceleration is still unexceptional, and her turning is not very good.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|36 cm/45 Type 41 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The 36 cm/45 Type 41, also seen on IJN Hyuga, is an exceptional 356 mm battleship cannon. Compared to the Hyuga, the {{PAGENAME}} gets only 8 guns, but she features a new selection of shells. Her stock shell, ''Ordinary SAP'', is identical to the shell on Hyuga, and certainly gets the job done. With the equivalent of 68.64 kg of TNT, her SAP is still a head and shoulders over even the HE on most other battleships. These shells will smash cruisers whenever they hit, and against battleships, while they will rarely penetrate the hull armour, the splash damage from the detonation will frequently destroy guns and turrets. Type 91 APC is an improvement over the Hyuga's equivalent AP shell, with extra penetration. This shell is mostly used against battleships, where the extra penetration is needed to penetrate the belt armour. The last shell is Type 0 Common, an HE shell. This shell is very poor, possessing only half the explosive filler of SAP. It may find some utility when it comes to sniping patrol boats or stray floatplanes, but overall, it isn't very good.&lt;br /&gt;
&lt;br /&gt;
{{:36 cm/45 Type 41 (356 mm)/Ammunition|356 mm ordinary SAP, 356 mm Type 91 APC, 356 mm Common Type 0}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|15 cm/50 Type 41 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Kongo's secondaries consist of eight 15 cm/50 Type 41 cannons, four per side. Comparable guns can be found on the IJN Agano, although these guns can maintain a sustained rate of fire of 10 RPM. While they are 6-inch secondaries, they are nothing to write home about, as the best shell only has 81 mm of penetration at point blank range. That being said, the exceptionally high explosive mass of the SAP round - nearly as good as HE - makes it very well suited for fighting destroyers.&lt;br /&gt;
&lt;br /&gt;
{{:15 cm/50 Type 41 (152 mm)/Ammunition|152 mm Type 0 HE, 152 mm Type 4 SAP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/40 Type 89 (127 mm)|25 mm/60 Type 96 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
The IJN Kongo's AA armament sets her apart from other battleships. It includes six 127 mm (5 inch/40 Type 89) twin cannons, as well as a total of 100 25 mm cannons. The 127 mm guns, which behave more like secondaries, are automatically loaded with HE-VT, with no alternate ammunition choice, which makes them pretty useless against surface targets, as the shells will always detonate early, but decent against aircraft. Meanwhile, the 25 mm cannons provide the Kongo with exceptional close-range AA firepower, being able to put up a hail of fire in any direction. However, note the stopping power of the 25 mm is not very good, and these cannons are only really suitable for self-defence.&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
Located between the aft main turrets is a deck area and catapult for one Aichi E13A1 scout plane which provides unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units but lack munition choices and cockpit views. The E13A1 is equipped with a [[Type 97 navy (7.7 mm)|7.7 mm Type 97]] defensive machine gun and a formidable load of 4 x 60 kg bombs. It also has the scout plane ability to cap zones and lay down smoke cover (up to 3 times). Captains will be wise to remember to utilize the aircraft and consider when best to use it, for example to cap a point early or late in the match, to create a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new! Carrying a heavier bomb load than most other scout planes, this unit has a very good chance to sink enemy boats or even a destroyer.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from perhaps the Scharnhorst, there is no better ship when it comes to aggressive capital ship gameplay. While the {{PAGENAME}} has the ability to snipe passively, the Hyuga simply is more specialized in that role over the Kongo. It is best to lean into the {{PAGENAME}}'s advantages, and play like the battlecruiser that she was originally designed as. Her speed allows her to keep pace with friendly cruisers, while her exceptional gun arcs on the rear turrets (±150°) allow her to make the most of her somewhat lacklustre armour, as well as maintaining the ability to deliver full broadsides while sailing into combat. In addition, her AA is an extremely useful asset, as it allows her to be self-sufficient in combat, instead of relying on teammates for AA support. &lt;br /&gt;
&lt;br /&gt;
Overall, the Kongo is the most efficient ship in the game when it comes to delivering devastating firepower to the enemy. Don't sit passively - put your ship on the line and don't be too afraid to engage in brawls, despite her light protection. Her armour is not good enough to let her speed and firepower do the rest due to lack of armor. &lt;br /&gt;
&lt;br /&gt;
'''Specific enemies worth noting'''&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Heavy cruisers|Heavy cruisers]] - Most cruisers are completely incapable of doing significant damage to you, but if left to their own devices they will eventually chip away at you. Learn their ammunition locations, and dispose of them quickly with SAP. Also, keep in mind which enemy cruisers are armed with torpedoes, and keep them at arms length.&lt;br /&gt;
* Light cruisers - Most cruisers can kill you with HE shells by shooting your center and foredeck due to no armor.&lt;br /&gt;
* Destroyers - Some of the destroyers like Moffet can easily kill you due to no armor. Remember without armor, any type of HE shell can punch though your center and foredeck so better hide behind your teammates.&lt;br /&gt;
* [[Scharnhorst]] - The Scharnhorst is the Kongo's biggest rival, boasting heavier armour and a lower profile hull, while having weaker but more rapid firing armament. Approach them with caution, aiming to disable turrets, and preferably have backup from your team. Never brawl them, as the Scharnhorst's torpedoes will be decisive. &lt;br /&gt;
* [[USS Arizona]] - The USS Arizona is extremely durable, and their broadside of twelve 356 mm guns is very imposing. However, her Achilles' heel is her reload. Knocking out turrets and dodging incoming fire from an Arizona will cripple their damage output, while you can bombard them until they eventually explode.&lt;br /&gt;
* [[IJN Hyuga]] - Essentially having your guns, but four more of them, the Hyuga has the deadliest broadside in the game. Chip away from them at long range, and make sure you do not get hit in return. If the Hyuga is playing passively, use your speed to flank and attack from an unexpected direction.&lt;br /&gt;
* [[Kronshtadt]] - This Soviet battlecruiser is another key rival, possessing a total of nine highly lethal 305 mm cannons in three triple turrets. This ship has a very effective armour layout that can significantly reduce damage when angled, especially at longer ranges, whilst the anti-frag armour and lack of deck clutter renders the vessel quite resistant to fragmentation damage from explosions. It's best to face these ships by focusing on the frontal turrets and taking them out before they can cripple or destroy you first. Ignoring fire coming from this ship is a great way to get blown up. &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Exceptional 356 mm guns with the most potent SAP round in the game and comfortable gun arcs&lt;br /&gt;
* Relatively fast for her size&lt;br /&gt;
* Good AA protection, 25 mm AA guns don't cost crew count (the animated crew models don't affect the gameplay)&lt;br /&gt;
* Workable armour above waterline; turtleback around the magazines&lt;br /&gt;
* Access to floatplanes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely weak underwater protection, vulnerable to large calibre diving shots from heavy cruiser or above&lt;br /&gt;
* Foredeck has no armor&lt;br /&gt;
* Centre has no armor&lt;br /&gt;
* Subject to flooding and capsizing in addition due to aforementioned weakness&lt;br /&gt;
* 25 mm guns don't have good range - may fire on a target too late, or not at all if at high altitude&lt;br /&gt;
* 127mm batteries are categorized into AAA group and hence no combined manual control or ammo options&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Devblog]] ===&lt;br /&gt;
After the Royal Navy commissioned the battlecruiser HMS Invincible into service in 1908, the IJN was quick to react with a plan to expand its fighting force with modern warships being approved already by the end of the decade. However, the problem persisted that Japanese shipyards simply lacked the technological know-how to build such warships at the time. As a result, taking advantage of the existing naval cooperation agreement with Great Britain, Japan sought assistance from the Vickers company, who besides helping design a matching warship, also agreed to manufacture the lead ship, to be named Kongō, while the remaining ones would be built in Japan.&lt;br /&gt;
&lt;br /&gt;
IJN Kongō was laid down in January 1911 as the lead ship of its class of modern battlecruisers to be built for the Imperial Japanese Navy. It was launched in May 1912 and completed in April 1913, subsequently entering service in August as the most advanced Japanese warship of its time. During WWI, IJN Kongō took part in minor operations but was quickly placed in reserve after the conflict. With international agreements limiting naval power after WWI, Japan was forced to upgrade existing warships in order to maintain its fighting power. As a result, Kongō was extensively upgraded on two occasions in the interwar period, not only vastly improving its characteristics but also noticeably changing its visual appearance.&lt;br /&gt;
&lt;br /&gt;
During WWII however, Kongō had a rather illustrious service record. It took part in several major operations, including the Invasion of the Dutch East Indies, the Battle of Midway and also supported Japanese forces at Guadalcanal. After taking part in the famous Battle of Leyte Gulf, Kongō would serve until November 1944 when it was sunk by a successful torpedo attack by the American submarine USS Sealion.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_battlecruiser_kongo Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Kongo (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Kongō battleship: The Imperial Jewel]]&lt;br /&gt;
&lt;br /&gt;
{{Manufacturer Vickers-Armstrongs}}&lt;br /&gt;
{{Japan battleships}}&lt;/div&gt;</summary>
		<author><name>U16078272</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Talk:IJN_Kongo&amp;diff=162147</id>
		<title>Talk:IJN Kongo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Talk:IJN_Kongo&amp;diff=162147"/>
				<updated>2023-05-09T14:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;U16078272: Created page with &amp;quot;https://i.imgur.com/DZbluE4.png Kongo has no armor in the center. She doesn't has decent armor. destroyers and light cruisers can easily kill Kongo by shooting HE shells on he...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://i.imgur.com/DZbluE4.png&lt;br /&gt;
Kongo has no armor in the center. She doesn't has decent armor. destroyers and light cruisers can easily kill Kongo by shooting HE shells on her center.&lt;/div&gt;</summary>
		<author><name>U16078272</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Kongo_(Family)&amp;diff=162146</id>
		<title>Kongo (Family)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Kongo_(Family)&amp;diff=162146"/>
				<updated>2023-05-09T14:37:47Z</updated>
		
		<summary type="html">&lt;p&gt;U16078272: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Kongō-class battlecruiser / battleship}}&lt;br /&gt;
==Description==&lt;br /&gt;
The '''Kongō'''-class were four battlecruisers designed by the British naval engineer George Thurston for the Imperial Japanese Navy right before world war one, with the lead ship [[IJN Kongo|Kongō]] being the last capital ship to be constructed outside Japan. All her sister ships were completed in Japan. They were initially built and classified as battlecruisers.&lt;br /&gt;
&lt;br /&gt;
During the late 1920s, all but Hiei were reconstructed and reclassified as battleships. After Japan signed the London Naval Treaty in 1930, Hiei was reconfigured as a training ship to avoid being scrapped in compliance with the treaty. &lt;br /&gt;
&lt;br /&gt;
Following Japan's withdrawal from the treaty, all ships underwent another massive remodel in the late 1930s. After the modernization it increased the top speeds for the battleships to over {{Annotation|30 knots|56 km/h; 35 mph}} and all four were reclassified as fast battleships.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
You should be extremely careful when encountering the enemy, even destroyers can kill you by shooting your center due to lack of armor.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Rank V===&lt;br /&gt;
&lt;br /&gt;
* [[IJN Kongo|Kongō]] &amp;lt;sub&amp;gt;(1944)&amp;lt;/sub&amp;gt; (金剛)&lt;br /&gt;
* [[IJN Haruna|Haruna]] &amp;lt;sub&amp;gt;(1945)&amp;lt;/sub&amp;gt; (榛名)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;small&amp;gt;Vehicles are listed in order of refit year, not build year&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle family in more detail than in the introduction. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the family's dev blog entries (if applicable).'' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Builder&lt;br /&gt;
!Laid Down&lt;br /&gt;
!Launched&lt;br /&gt;
!Completed&lt;br /&gt;
!Fate&lt;br /&gt;
|-&lt;br /&gt;
![[Kongo]]&lt;br /&gt;
(金剛)&lt;br /&gt;
|[[Template:Manufacturer Vickers-Armstrongs|Vickers-Armstrongs]],&lt;br /&gt;
Barrow-in-Furness&lt;br /&gt;
|17 January&lt;br /&gt;
1911&lt;br /&gt;
|18 May&lt;br /&gt;
1912&lt;br /&gt;
|26 August&lt;br /&gt;
1913&lt;br /&gt;
|Torpedoed and sunk by the submarine USS ''Sealion'', 21 November 1944&lt;br /&gt;
|-&lt;br /&gt;
!Hiei&lt;br /&gt;
(比叡)&lt;br /&gt;
|[[Template:ShipManufacturer Yokosuka Naval Arsenal|Yokosuka]]&lt;br /&gt;
[[Template:ShipManufacturer Yokosuka Naval Arsenal|Naval Arsenal]]&lt;br /&gt;
|4 November&lt;br /&gt;
1911&lt;br /&gt;
|21 November&lt;br /&gt;
1912&lt;br /&gt;
|4 August&lt;br /&gt;
1914&lt;br /&gt;
|Sunk during the Naval Battle of Guadalcanal, 13 November 1942&lt;br /&gt;
|-&lt;br /&gt;
!Kirishima&lt;br /&gt;
(霧島)&lt;br /&gt;
|[[Template:ShipManufacturer Mitsubishi Shipbuilding|Mitsubishi Shipbuilding,]]&lt;br /&gt;
Nagasaki&lt;br /&gt;
|17 March&lt;br /&gt;
1912&lt;br /&gt;
|1 December&lt;br /&gt;
1913&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |19 April &lt;br /&gt;
1915&lt;br /&gt;
|Sunk during the Naval Battle of Guadalcanal, 15 November 1942&lt;br /&gt;
|-&lt;br /&gt;
![[Haruna]]&lt;br /&gt;
(榛名)&lt;br /&gt;
|[[Template:ShipManufacturer Mitsubishi Shipbuilding|Mitsubishi Shipbuilding]],&lt;br /&gt;
Kobe&lt;br /&gt;
|16 March&lt;br /&gt;
1912&lt;br /&gt;
|14 December&lt;br /&gt;
1913&lt;br /&gt;
|Sunk by US aircraft, 28 July 1945; &lt;br /&gt;
&lt;br /&gt;
broken up from 1946&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:Japan battleships}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Family pages]]&lt;/div&gt;</summary>
		<author><name>U16078272</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=162145</id>
		<title>IJN Kongo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=162145"/>
				<updated>2023-05-09T14:34:11Z</updated>
		
		<summary type="html">&lt;p&gt;U16078272: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_battlecruiser_kongo&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (金剛, [[Abbreviations#.28JP.29_Naval|namesake]]: Mount Kongō) is a rank {{Specs|rank}} Japanese battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;Wind of Change&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The Kongō was the lead ship of the Kongō-class and would be the last Japanese capital ship built outside Japan. Designed by the British naval engineer George Thurston and laid down in 1911 initially as a battlecruiser she would see 2 major refits that would reclassify her as a fast battleship.&lt;br /&gt;
&lt;br /&gt;
First commissioned in 1913, patrolling the Chinese coast during WWI, she would see many major naval actions in the Pacific War until November 1944 when she would sink while in transit by a submarine.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kongo's armour truly reflects her legacy as a battlecruiser, even though she has been uparmoured from her original design. Her 203 mm main belt is the second weakest capital ship belt in the game - only HMS Invincible's 152 mm belt is worse, and it's enough to stop cruiser shells, but will stand no chance against battleships. The rest of her amidships hull is protected by 152 mm armour, which greatly improves her survivability against splash damage and weaker shells, but is not very effective against enemy AP. Her bow has a 76 mm belt that extends from the waterline, but as with most battleships, the majority of the bow is left unarmoured. Her turrets have 254 mm of armour, while her barbettes have 229 mm. This is reasonable by battleship standards, but still leaves her turrets vulnerable to even cruiser AP. Her conning tower, nestled behind turret B, is surrounded by 254 mm of armour.&lt;br /&gt;
&lt;br /&gt;
Within the ship, all four magazines are protected by a turtleback armour scheme, which greatly improves her protection against ammunition detonations, especially at close range. In addition to this, the steering at the stern of the ship is armoured by an enormous concrete block.&lt;br /&gt;
&lt;br /&gt;
Overall, her armour is certainly enough to give her protection against most cruisers and some battleships, especially when angled, but given her design and playstyle, it will never be her strength. At the end of the day, she is a battlecruiser at her core, and you should not expect her armour to make you impervious to battleship fire.&lt;br /&gt;
[[File:Kongo has no armor in the center of the ship.png|thumb|Kongo has no armor in the center of the ship.]]&lt;br /&gt;
Meanwhile, Kongo has no armor in the center of the ship, which means a Destroyer can easily remove Kongo from Battle by shooting HE shells&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}'s crew consists of 1,437 personnel, which is respectable. It is far more than any World War One-era dreadnought, although it's less than the Scharnhorst's complement, and is smaller than the crews of even some World War Two cruisers.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The Kongo's nature as a battlecruiser reflects in her speed, which is a very good 56 km/h. This is only slightly less than most cruisers, and is leaps and bounds ahead of the speed of dreadnoughts. However, her acceleration and deceleration is still unexceptional, and her turning is not very good.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|36 cm/45 Type 41 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The 36 cm/45 Type 41, also seen on IJN Hyuga, is an exceptional 356 mm battleship cannon. Compared to the Hyuga, the {{PAGENAME}} gets only 8 guns, but she features a new selection of shells. Her stock shell, ''Ordinary SAP'', is identical to the shell on Hyuga, and certainly gets the job done. With the equivalent of 68.64 kg of TNT, her SAP is still a head and shoulders over even the HE on most other battleships. These shells will smash cruisers whenever they hit, and against battleships, while they will rarely penetrate the hull armour, the splash damage from the detonation will frequently destroy guns and turrets. Type 91 APC is an improvement over the Hyuga's equivalent AP shell, with extra penetration. This shell is mostly used against battleships, where the extra penetration is needed to penetrate the belt armour. The last shell is Type 0 Common, an HE shell. This shell is very poor, possessing only half the explosive filler of SAP. It may find some utility when it comes to sniping patrol boats or stray floatplanes, but overall, it isn't very good.&lt;br /&gt;
&lt;br /&gt;
{{:36 cm/45 Type 41 (356 mm)/Ammunition|356 mm ordinary SAP, 356 mm Type 91 APC, 356 mm Common Type 0}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|15 cm/50 Type 41 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Kongo's secondaries consist of eight 15 cm/50 Type 41 cannons, four per side. Comparable guns can be found on the IJN Agano, although these guns can maintain a sustained rate of fire of 10 RPM. While they are 6-inch secondaries, they are nothing to write home about, as the best shell only has 81 mm of penetration at point blank range. That being said, the exceptionally high explosive mass of the SAP round - nearly as good as HE - makes it very well suited for fighting destroyers.&lt;br /&gt;
&lt;br /&gt;
{{:15 cm/50 Type 41 (152 mm)/Ammunition|152 mm Type 0 HE, 152 mm Type 4 SAP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/40 Type 89 (127 mm)|25 mm/60 Type 96 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
The IJN Kongo's AA armament sets her apart from other battleships. It includes six 127 mm (5 inch/40 Type 89) twin cannons, as well as a total of 100 25 mm cannons. The 127 mm guns, which behave more like secondaries, are automatically loaded with HE-VT, with no alternate ammunition choice, which makes them pretty useless against surface targets, as the shells will always detonate early, but decent against aircraft. Meanwhile, the 25 mm cannons provide the Kongo with exceptional close-range AA firepower, being able to put up a hail of fire in any direction. However, note the stopping power of the 25 mm is not very good, and these cannons are only really suitable for self-defence.&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
Located between the aft main turrets is a deck area and catapult for one Aichi E13A1 scout plane which provides unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units but lack munition choices and cockpit views. The E13A1 is equipped with a [[Type 97 navy (7.7 mm)|7.7 mm Type 97]] defensive machine gun and a formidable load of 4 x 60 kg bombs. It also has the scout plane ability to cap zones and lay down smoke cover (up to 3 times). Captains will be wise to remember to utilize the aircraft and consider when best to use it, for example to cap a point early or late in the match, to create a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new! Carrying a heavier bomb load than most other scout planes, this unit has a very good chance to sink enemy boats or even a destroyer.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from perhaps the Scharnhorst, there is no better ship when it comes to aggressive capital ship gameplay. While the {{PAGENAME}} has the ability to snipe passively, the Hyuga simply is more specialized in that role over the Kongo. It is best to lean into the {{PAGENAME}}'s advantages, and play like the battlecruiser that she was originally designed as. Her speed allows her to keep pace with friendly cruisers, while her exceptional gun arcs on the rear turrets (±150°) allow her to make the most of her somewhat lacklustre armour, as well as maintaining the ability to deliver full broadsides while sailing into combat. In addition, her AA is an extremely useful asset, as it allows her to be self-sufficient in combat, instead of relying on teammates for AA support. &lt;br /&gt;
&lt;br /&gt;
Overall, the Kongo is the most efficient ship in the game when it comes to delivering devastating firepower to the enemy. Don't sit passively - put your ship on the line and don't be too afraid to engage in brawls, despite her light protection. Her armour is not good enough to let her speed and firepower do the rest due to lack of armor. &lt;br /&gt;
&lt;br /&gt;
'''Specific enemies worth noting'''&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Heavy cruisers|Heavy cruisers]] - Most cruisers are completely incapable of doing significant damage to you, but if left to their own devices they will eventually chip away at you. Learn their ammunition locations, and dispose of them quickly with SAP. Also, keep in mind which enemy cruisers are armed with torpedoes, and keep them at arms length.&lt;br /&gt;
* Light cruisers - Most cruisers can kill you with HE shells by shooting your center and foredeck due to no armor.&lt;br /&gt;
* Destroyers - Some of the destroyers like Moffet can easily kill you due to no armor. Remember without armor, any type of HE shell can punch though your center and foredeck so better hide behind your teammates.&lt;br /&gt;
* [[Scharnhorst]] - The Scharnhorst is the Kongo's biggest rival, boasting heavier armour and a lower profile hull, while having weaker but more rapid firing armament. Approach them with caution, aiming to disable turrets, and preferably have backup from your team. Never brawl them, as the Scharnhorst's torpedoes will be decisive. &lt;br /&gt;
* [[USS Arizona]] - The USS Arizona is extremely durable, and their broadside of twelve 356 mm guns is very imposing. However, her Achilles' heel is her reload. Knocking out turrets and dodging incoming fire from an Arizona will cripple their damage output, while you can bombard them until they eventually explode.&lt;br /&gt;
* [[IJN Hyuga]] - Essentially having your guns, but four more of them, the Hyuga has the deadliest broadside in the game. Chip away from them at long range, and make sure you do not get hit in return. If the Hyuga is playing passively, use your speed to flank and attack from an unexpected direction.&lt;br /&gt;
* [[Kronshtadt]] - This Soviet battlecruiser is another key rival, possessing a total of nine highly lethal 305 mm cannons in three triple turrets. This ship has a very effective armour layout that can significantly reduce damage when angled, especially at longer ranges, whilst the anti-frag armour and lack of deck clutter renders the vessel quite resistant to fragmentation damage from explosions. It's best to face these ships by focusing on the frontal turrets and taking them out before they can cripple or destroy you first. Ignoring fire coming from this ship is a great way to get blown up. &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Exceptional 356 mm guns with the most potent SAP round in the game and comfortable gun arcs&lt;br /&gt;
* Relatively fast for her size&lt;br /&gt;
* Good AA protection, 25 mm AA guns don't cost crew count (the animated crew models don't affect the gameplay)&lt;br /&gt;
* Workable armour above waterline; turtleback around the magazines&lt;br /&gt;
* Access to floatplanes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely weak underwater protection, vulnerable to large calibre diving shots from heavy cruiser or above&lt;br /&gt;
* Foredeck has no armor&lt;br /&gt;
* Centre has no armor&lt;br /&gt;
* Subject to flooding and capsizing in addition due to aforementioned weakness&lt;br /&gt;
* 25 mm guns don't have good range - may fire on a target too late, or not at all if at high altitude&lt;br /&gt;
* 127mm batteries are categorized into AAA group and hence no combined manual control or ammo options&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Devblog]] ===&lt;br /&gt;
After the Royal Navy commissioned the battlecruiser HMS Invincible into service in 1908, the IJN was quick to react with a plan to expand its fighting force with modern warships being approved already by the end of the decade. However, the problem persisted that Japanese shipyards simply lacked the technological know-how to build such warships at the time. As a result, taking advantage of the existing naval cooperation agreement with Great Britain, Japan sought assistance from the Vickers company, who besides helping design a matching warship, also agreed to manufacture the lead ship, to be named Kongō, while the remaining ones would be built in Japan.&lt;br /&gt;
&lt;br /&gt;
IJN Kongō was laid down in January 1911 as the lead ship of its class of modern battlecruisers to be built for the Imperial Japanese Navy. It was launched in May 1912 and completed in April 1913, subsequently entering service in August as the most advanced Japanese warship of its time. During WWI, IJN Kongō took part in minor operations but was quickly placed in reserve after the conflict. With international agreements limiting naval power after WWI, Japan was forced to upgrade existing warships in order to maintain its fighting power. As a result, Kongō was extensively upgraded on two occasions in the interwar period, not only vastly improving its characteristics but also noticeably changing its visual appearance.&lt;br /&gt;
&lt;br /&gt;
During WWII however, Kongō had a rather illustrious service record. It took part in several major operations, including the Invasion of the Dutch East Indies, the Battle of Midway and also supported Japanese forces at Guadalcanal. After taking part in the famous Battle of Leyte Gulf, Kongō would serve until November 1944 when it was sunk by a successful torpedo attack by the American submarine USS Sealion.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_battlecruiser_kongo Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Kongo (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Kongō battleship: The Imperial Jewel]]&lt;br /&gt;
&lt;br /&gt;
{{Manufacturer Vickers-Armstrongs}}&lt;br /&gt;
{{Japan battleships}}&lt;/div&gt;</summary>
		<author><name>U16078272</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=162144</id>
		<title>IJN Kongo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=162144"/>
				<updated>2023-05-09T14:29:58Z</updated>
		
		<summary type="html">&lt;p&gt;U16078272: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_battlecruiser_kongo&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (金剛, [[Abbreviations#.28JP.29_Naval|namesake]]: Mount Kongō) is a rank {{Specs|rank}} Japanese battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;Wind of Change&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The Kongō was the lead ship of the Kongō-class and would be the last Japanese capital ship built outside Japan. Designed by the British naval engineer George Thurston and laid down in 1911 initially as a battlecruiser she would see 2 major refits that would reclassify her as a fast battleship.&lt;br /&gt;
&lt;br /&gt;
First commissioned in 1913, patrolling the Chinese coast during WWI, she would see many major naval actions in the Pacific War until November 1944 when she would sink while in transit by a submarine.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kongo's armour truly reflects her legacy as a battlecruiser, even though she has been uparmoured from her original design. Her 203 mm main belt is the second weakest capital ship belt in the game - only HMS Invincible's 152 mm belt is worse, and it's enough to stop cruiser shells, but will stand no chance against battleships. The rest of her amidships hull is protected by 152 mm armour, which greatly improves her survivability against splash damage and weaker shells, but is not very effective against enemy AP. Her bow has a 76 mm belt that extends from the waterline, but as with most battleships, the majority of the bow is left unarmoured. Her turrets have 254 mm of armour, while her barbettes have 229 mm. This is reasonable by battleship standards, but still leaves her turrets vulnerable to even cruiser AP. Her conning tower, nestled behind turret B, is surrounded by 254 mm of armour.&lt;br /&gt;
&lt;br /&gt;
Within the ship, all four magazines are protected by a turtleback armour scheme, which greatly improves her protection against ammunition detonations, especially at close range. In addition to this, the steering at the stern of the ship is armoured by an enormous concrete block.&lt;br /&gt;
&lt;br /&gt;
Overall, her armour is certainly enough to give her protection against most cruisers and some battleships, especially when angled, but given her design and playstyle, it will never be her strength. At the end of the day, she is a battlecruiser at her core, and you should not expect her armour to make you impervious to battleship fire.&lt;br /&gt;
[[File:Kongo has no armor in the center of the ship.png|thumb|Kongo has no armor in the center of the ship.]]&lt;br /&gt;
Meanwhile, Kongo has no armor in the center of the ship, which means a Destroyer can easily remove Kongo from Battle by shooting HE shells&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}'s crew consists of 1,437 personnel, which is respectable. It is far more than any World War One-era dreadnought, although it's less than the Scharnhorst's complement, and is smaller than the crews of even some World War Two cruisers.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The Kongo's nature as a battlecruiser reflects in her speed, which is a very good 56 km/h. This is only slightly less than most cruisers, and is leaps and bounds ahead of the speed of dreadnoughts. However, her acceleration and deceleration is still unexceptional, and her turning is not very good.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|36 cm/45 Type 41 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The 36 cm/45 Type 41, also seen on IJN Hyuga, is an exceptional 356 mm battleship cannon. Compared to the Hyuga, the {{PAGENAME}} gets only 8 guns, but she features a new selection of shells. Her stock shell, ''Ordinary SAP'', is identical to the shell on Hyuga, and certainly gets the job done. With the equivalent of 68.64 kg of TNT, her SAP is still a head and shoulders over even the HE on most other battleships. These shells will smash cruisers whenever they hit, and against battleships, while they will rarely penetrate the hull armour, the splash damage from the detonation will frequently destroy guns and turrets. Type 91 APC is an improvement over the Hyuga's equivalent AP shell, with extra penetration. This shell is mostly used against battleships, where the extra penetration is needed to penetrate the belt armour. The last shell is Type 0 Common, an HE shell. This shell is very poor, possessing only half the explosive filler of SAP. It may find some utility when it comes to sniping patrol boats or stray floatplanes, but overall, it isn't very good.&lt;br /&gt;
&lt;br /&gt;
{{:36 cm/45 Type 41 (356 mm)/Ammunition|356 mm ordinary SAP, 356 mm Type 91 APC, 356 mm Common Type 0}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|15 cm/50 Type 41 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Kongo's secondaries consist of eight 15 cm/50 Type 41 cannons, four per side. Comparable guns can be found on the IJN Agano, although these guns can maintain a sustained rate of fire of 10 RPM. While they are 6-inch secondaries, they are nothing to write home about, as the best shell only has 81 mm of penetration at point blank range. That being said, the exceptionally high explosive mass of the SAP round - nearly as good as HE - makes it very well suited for fighting destroyers.&lt;br /&gt;
&lt;br /&gt;
{{:15 cm/50 Type 41 (152 mm)/Ammunition|152 mm Type 0 HE, 152 mm Type 4 SAP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/40 Type 89 (127 mm)|25 mm/60 Type 96 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
The IJN Kongo's AA armament sets her apart from other battleships. It includes six 127 mm (5 inch/40 Type 89) twin cannons, as well as a total of 100 25 mm cannons. The 127 mm guns, which behave more like secondaries, are automatically loaded with HE-VT, with no alternate ammunition choice, which makes them pretty useless against surface targets, as the shells will always detonate early, but decent against aircraft. Meanwhile, the 25 mm cannons provide the Kongo with exceptional close-range AA firepower, being able to put up a hail of fire in any direction. However, note the stopping power of the 25 mm is not very good, and these cannons are only really suitable for self-defence.&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
Located between the aft main turrets is a deck area and catapult for one Aichi E13A1 scout plane which provides unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units but lack munition choices and cockpit views. The E13A1 is equipped with a [[Type 97 navy (7.7 mm)|7.7 mm Type 97]] defensive machine gun and a formidable load of 4 x 60 kg bombs. It also has the scout plane ability to cap zones and lay down smoke cover (up to 3 times). Captains will be wise to remember to utilize the aircraft and consider when best to use it, for example to cap a point early or late in the match, to create a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new! Carrying a heavier bomb load than most other scout planes, this unit has a very good chance to sink enemy boats or even a destroyer.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from perhaps the Scharnhorst, there is no better ship when it comes to aggressive capital ship gameplay. While the {{PAGENAME}} has the ability to snipe passively, the Hyuga simply is more specialized in that role over the Kongo. It is best to lean into the {{PAGENAME}}'s advantages, and play like the battlecruiser that she was originally designed as. Her speed allows her to keep pace with friendly cruisers, while her exceptional gun arcs on the rear turrets (±150°) allow her to make the most of her somewhat lacklustre armour, as well as maintaining the ability to deliver full broadsides while sailing into combat. In addition, her AA is an extremely useful asset, as it allows her to be self-sufficient in combat, instead of relying on teammates for AA support. &lt;br /&gt;
&lt;br /&gt;
Overall, the Kongo is the most efficient ship in the game when it comes to delivering devastating firepower to the enemy. Don't sit passively - put your ship on the line and don't be too afraid to engage in brawls, despite her light protection. While she isn't exactly a very well protected capital ship, her armour is good enough to let her speed and firepower do the rest. &lt;br /&gt;
&lt;br /&gt;
'''Specific enemies worth noting'''&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Heavy cruisers|Heavy cruisers]] - Most cruisers are completely incapable of doing significant damage to you, but if left to their own devices they will eventually chip away at you. Learn their ammunition locations, and dispose of them quickly with SAP. Also, keep in mind which enemy cruisers are armed with torpedoes, and keep them at arms length.&lt;br /&gt;
* [[Scharnhorst]] - The Scharnhorst is the Kongo's biggest rival, boasting heavier armour and a lower profile hull, while having weaker but more rapid firing armament. Approach them with caution, aiming to disable turrets, and preferably have backup from your team. Never brawl them, as the Scharnhorst's torpedoes will be decisive. &lt;br /&gt;
* [[USS Arizona]] - The USS Arizona is extremely durable, and their broadside of twelve 356 mm guns is very imposing. However, her Achilles' heel is her reload. Knocking out turrets and dodging incoming fire from an Arizona will cripple their damage output, while you can bombard them until they eventually explode.&lt;br /&gt;
* [[IJN Hyuga]] - Essentially having your guns, but four more of them, the Hyuga has the deadliest broadside in the game. Chip away from them at long range, and make sure you do not get hit in return. If the Hyuga is playing passively, use your speed to flank and attack from an unexpected direction.&lt;br /&gt;
* [[Kronshtadt]] - This Soviet battlecruiser is another key rival, possessing a total of nine highly lethal 305 mm cannons in three triple turrets. This ship has a very effective armour layout that can significantly reduce damage when angled, especially at longer ranges, whilst the anti-frag armour and lack of deck clutter renders the vessel quite resistant to fragmentation damage from explosions. It's best to face these ships by focusing on the frontal turrets and taking them out before they can cripple or destroy you first. Ignoring fire coming from this ship is a great way to get blown up. &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Exceptional 356 mm guns with the most potent SAP round in the game and comfortable gun arcs&lt;br /&gt;
* Relatively fast for her size&lt;br /&gt;
* Good AA protection, 25 mm AA guns don't cost crew count (the animated crew models don't affect the gameplay)&lt;br /&gt;
* Workable armour above waterline; turtleback around the magazines&lt;br /&gt;
* Access to floatplanes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely weak underwater protection, vulnerable to large calibre diving shots from heavy cruiser or above&lt;br /&gt;
* Foredeck has no armor&lt;br /&gt;
* Centre has no armor&lt;br /&gt;
* Subject to flooding and capsizing in addition due to aforementioned weakness&lt;br /&gt;
* 25 mm guns don't have good range - may fire on a target too late, or not at all if at high altitude&lt;br /&gt;
* 127mm batteries are categorized into AAA group and hence no combined manual control or ammo options&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Devblog]] ===&lt;br /&gt;
After the Royal Navy commissioned the battlecruiser HMS Invincible into service in 1908, the IJN was quick to react with a plan to expand its fighting force with modern warships being approved already by the end of the decade. However, the problem persisted that Japanese shipyards simply lacked the technological know-how to build such warships at the time. As a result, taking advantage of the existing naval cooperation agreement with Great Britain, Japan sought assistance from the Vickers company, who besides helping design a matching warship, also agreed to manufacture the lead ship, to be named Kongō, while the remaining ones would be built in Japan.&lt;br /&gt;
&lt;br /&gt;
IJN Kongō was laid down in January 1911 as the lead ship of its class of modern battlecruisers to be built for the Imperial Japanese Navy. It was launched in May 1912 and completed in April 1913, subsequently entering service in August as the most advanced Japanese warship of its time. During WWI, IJN Kongō took part in minor operations but was quickly placed in reserve after the conflict. With international agreements limiting naval power after WWI, Japan was forced to upgrade existing warships in order to maintain its fighting power. As a result, Kongō was extensively upgraded on two occasions in the interwar period, not only vastly improving its characteristics but also noticeably changing its visual appearance.&lt;br /&gt;
&lt;br /&gt;
During WWII however, Kongō had a rather illustrious service record. It took part in several major operations, including the Invasion of the Dutch East Indies, the Battle of Midway and also supported Japanese forces at Guadalcanal. After taking part in the famous Battle of Leyte Gulf, Kongō would serve until November 1944 when it was sunk by a successful torpedo attack by the American submarine USS Sealion.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_battlecruiser_kongo Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Kongo (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Kongō battleship: The Imperial Jewel]]&lt;br /&gt;
&lt;br /&gt;
{{Manufacturer Vickers-Armstrongs}}&lt;br /&gt;
{{Japan battleships}}&lt;/div&gt;</summary>
		<author><name>U16078272</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=162143</id>
		<title>IJN Kongo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=162143"/>
				<updated>2023-05-09T14:25:27Z</updated>
		
		<summary type="html">&lt;p&gt;U16078272: /* Survivability and armour */ Kongo has no armor in the center of the ship is very important to know for new players&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_battlecruiser_kongo&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (金剛, [[Abbreviations#.28JP.29_Naval|namesake]]: Mount Kongō) is a rank {{Specs|rank}} Japanese battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;Wind of Change&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The Kongō was the lead ship of the Kongō-class and would be the last Japanese capital ship built outside Japan. Designed by the British naval engineer George Thurston and laid down in 1911 initially as a battlecruiser she would see 2 major refits that would reclassify her as a fast battleship.&lt;br /&gt;
&lt;br /&gt;
First commissioned in 1913, patrolling the Chinese coast during WWI, she would see many major naval actions in the Pacific War until November 1944 when she would sink while in transit by a submarine.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kongo's armour truly reflects her legacy as a battlecruiser, even though she has been uparmoured from her original design. Her 203 mm main belt is the second weakest capital ship belt in the game - only HMS Invincible's 152 mm belt is worse, and it's enough to stop cruiser shells, but will stand no chance against battleships. The rest of her amidships hull is protected by 152 mm armour, which greatly improves her survivability against splash damage and weaker shells, but is not very effective against enemy AP. Her bow has a 76 mm belt that extends from the waterline, but as with most battleships, the majority of the bow is left unarmoured. Her turrets have 254 mm of armour, while her barbettes have 229 mm. This is reasonable by battleship standards, but still leaves her turrets vulnerable to even cruiser AP. Her conning tower, nestled behind turret B, is surrounded by 254 mm of armour.&lt;br /&gt;
&lt;br /&gt;
Within the ship, all four magazines are protected by a turtleback armour scheme, which greatly improves her protection against ammunition detonations, especially at close range. In addition to this, the steering at the stern of the ship is armoured by an enormous concrete block.&lt;br /&gt;
&lt;br /&gt;
Overall, her armour is certainly enough to give her protection against most cruisers and some battleships, especially when angled, but given her design and playstyle, it will never be her strength. At the end of the day, she is a battlecruiser at her core, and you should not expect her armour to make you impervious to battleship fire.&lt;br /&gt;
[[File:Kongo has no armor in the center of the ship.png|thumb|Kongo has no armor in the center of the ship.]]&lt;br /&gt;
Meanwhile, Kongo has no armor in the center of the ship, which means a Destroyer can easily remove Kongo from Battle by shooting HE shells&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}'s crew consists of 1,437 personnel, which is respectable. It is far more than any World War One-era dreadnought, although it's less than the Scharnhorst's complement, and is smaller than the crews of even some World War Two cruisers.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The Kongo's nature as a battlecruiser reflects in her speed, which is a very good 56 km/h. This is only slightly less than most cruisers, and is leaps and bounds ahead of the speed of dreadnoughts. However, her acceleration and deceleration is still unexceptional, and her turning is not very good.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|36 cm/45 Type 41 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The 36 cm/45 Type 41, also seen on IJN Hyuga, is an exceptional 356 mm battleship cannon. Compared to the Hyuga, the {{PAGENAME}} gets only 8 guns, but she features a new selection of shells. Her stock shell, ''Ordinary SAP'', is identical to the shell on Hyuga, and certainly gets the job done. With the equivalent of 68.64 kg of TNT, her SAP is still a head and shoulders over even the HE on most other battleships. These shells will smash cruisers whenever they hit, and against battleships, while they will rarely penetrate the hull armour, the splash damage from the detonation will frequently destroy guns and turrets. Type 91 APC is an improvement over the Hyuga's equivalent AP shell, with extra penetration. This shell is mostly used against battleships, where the extra penetration is needed to penetrate the belt armour. The last shell is Type 0 Common, an HE shell. This shell is very poor, possessing only half the explosive filler of SAP. It may find some utility when it comes to sniping patrol boats or stray floatplanes, but overall, it isn't very good.&lt;br /&gt;
&lt;br /&gt;
{{:36 cm/45 Type 41 (356 mm)/Ammunition|356 mm ordinary SAP, 356 mm Type 91 APC, 356 mm Common Type 0}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|15 cm/50 Type 41 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Kongo's secondaries consist of eight 15 cm/50 Type 41 cannons, four per side. Comparable guns can be found on the IJN Agano, although these guns can maintain a sustained rate of fire of 10 RPM. While they are 6-inch secondaries, they are nothing to write home about, as the best shell only has 81 mm of penetration at point blank range. That being said, the exceptionally high explosive mass of the SAP round - nearly as good as HE - makes it very well suited for fighting destroyers.&lt;br /&gt;
&lt;br /&gt;
{{:15 cm/50 Type 41 (152 mm)/Ammunition|152 mm Type 0 HE, 152 mm Type 4 SAP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/40 Type 89 (127 mm)|25 mm/60 Type 96 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
The IJN Kongo's AA armament sets her apart from other battleships. It includes six 127 mm (5 inch/40 Type 89) twin cannons, as well as a total of 100 25 mm cannons. The 127 mm guns, which behave more like secondaries, are automatically loaded with HE-VT, with no alternate ammunition choice, which makes them pretty useless against surface targets, as the shells will always detonate early, but decent against aircraft. Meanwhile, the 25 mm cannons provide the Kongo with exceptional close-range AA firepower, being able to put up a hail of fire in any direction. However, note the stopping power of the 25 mm is not very good, and these cannons are only really suitable for self-defence.&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
Located between the aft main turrets is a deck area and catapult for one Aichi E13A1 scout plane which provides unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units but lack munition choices and cockpit views. The E13A1 is equipped with a [[Type 97 navy (7.7 mm)|7.7 mm Type 97]] defensive machine gun and a formidable load of 4 x 60 kg bombs. It also has the scout plane ability to cap zones and lay down smoke cover (up to 3 times). Captains will be wise to remember to utilize the aircraft and consider when best to use it, for example to cap a point early or late in the match, to create a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new! Carrying a heavier bomb load than most other scout planes, this unit has a very good chance to sink enemy boats or even a destroyer.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from perhaps the Scharnhorst, there is no better ship when it comes to aggressive capital ship gameplay. While the {{PAGENAME}} has the ability to snipe passively, the Hyuga simply is more specialized in that role over the Kongo. It is best to lean into the {{PAGENAME}}'s advantages, and play like the battlecruiser that she was originally designed as. Her speed allows her to keep pace with friendly cruisers, while her exceptional gun arcs on the rear turrets (±150°) allow her to make the most of her somewhat lacklustre armour, as well as maintaining the ability to deliver full broadsides while sailing into combat. In addition, her AA is an extremely useful asset, as it allows her to be self-sufficient in combat, instead of relying on teammates for AA support. &lt;br /&gt;
&lt;br /&gt;
Overall, the Kongo is the most efficient ship in the game when it comes to delivering devastating firepower to the enemy. Don't sit passively - put your ship on the line and don't be too afraid to engage in brawls, despite her light protection. While she isn't exactly a very well protected capital ship, her armour is good enough to let her speed and firepower do the rest. &lt;br /&gt;
&lt;br /&gt;
'''Specific enemies worth noting'''&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Heavy cruisers|Heavy cruisers]] - Most cruisers are completely incapable of doing significant damage to you, but if left to their own devices they will eventually chip away at you. Learn their ammunition locations, and dispose of them quickly with SAP. Also, keep in mind which enemy cruisers are armed with torpedoes, and keep them at arms length.&lt;br /&gt;
* [[Scharnhorst]] - The Scharnhorst is the Kongo's biggest rival, boasting heavier armour and a lower profile hull, while having weaker but more rapid firing armament. Approach them with caution, aiming to disable turrets, and preferably have backup from your team. Never brawl them, as the Scharnhorst's torpedoes will be decisive. &lt;br /&gt;
* [[USS Arizona]] - The USS Arizona is extremely durable, and their broadside of twelve 356 mm guns is very imposing. However, her Achilles' heel is her reload. Knocking out turrets and dodging incoming fire from an Arizona will cripple their damage output, while you can bombard them until they eventually explode.&lt;br /&gt;
* [[IJN Hyuga]] - Essentially having your guns, but four more of them, the Hyuga has the deadliest broadside in the game. Chip away from them at long range, and make sure you do not get hit in return. If the Hyuga is playing passively, use your speed to flank and attack from an unexpected direction.&lt;br /&gt;
* [[Kronshtadt]] - This Soviet battlecruiser is another key rival, possessing a total of nine highly lethal 305 mm cannons in three triple turrets. This ship has a very effective armour layout that can significantly reduce damage when angled, especially at longer ranges, whilst the anti-frag armour and lack of deck clutter renders the vessel quite resistant to fragmentation damage from explosions. It's best to face these ships by focusing on the frontal turrets and taking them out before they can cripple or destroy you first. Ignoring fire coming from this ship is a great way to get blown up. &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Exceptional 356 mm guns with the most potent SAP round in the game and comfortable gun arcs&lt;br /&gt;
* Relatively fast for her size&lt;br /&gt;
* Good AA protection, 25 mm AA guns don't cost crew count (the animated crew models don't affect the gameplay)&lt;br /&gt;
* Workable armour above waterline; turtleback around the magazines&lt;br /&gt;
* Access to floatplanes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely weak underwater protection, vulnerable to large calibre diving shots from heavy cruiser or above&lt;br /&gt;
* Subject to flooding and capsizing in addition due to aforementioned weakness&lt;br /&gt;
* 25 mm guns don't have good range - may fire on a target too late, or not at all if at high altitude&lt;br /&gt;
* 127mm batteries are categorized into AAA group and hence no combined manual control or ammo options&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Devblog]] ===&lt;br /&gt;
After the Royal Navy commissioned the battlecruiser HMS Invincible into service in 1908, the IJN was quick to react with a plan to expand its fighting force with modern warships being approved already by the end of the decade. However, the problem persisted that Japanese shipyards simply lacked the technological know-how to build such warships at the time. As a result, taking advantage of the existing naval cooperation agreement with Great Britain, Japan sought assistance from the Vickers company, who besides helping design a matching warship, also agreed to manufacture the lead ship, to be named Kongō, while the remaining ones would be built in Japan.&lt;br /&gt;
&lt;br /&gt;
IJN Kongō was laid down in January 1911 as the lead ship of its class of modern battlecruisers to be built for the Imperial Japanese Navy. It was launched in May 1912 and completed in April 1913, subsequently entering service in August as the most advanced Japanese warship of its time. During WWI, IJN Kongō took part in minor operations but was quickly placed in reserve after the conflict. With international agreements limiting naval power after WWI, Japan was forced to upgrade existing warships in order to maintain its fighting power. As a result, Kongō was extensively upgraded on two occasions in the interwar period, not only vastly improving its characteristics but also noticeably changing its visual appearance.&lt;br /&gt;
&lt;br /&gt;
During WWII however, Kongō had a rather illustrious service record. It took part in several major operations, including the Invasion of the Dutch East Indies, the Battle of Midway and also supported Japanese forces at Guadalcanal. After taking part in the famous Battle of Leyte Gulf, Kongō would serve until November 1944 when it was sunk by a successful torpedo attack by the American submarine USS Sealion.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_battlecruiser_kongo Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Kongo (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Kongō battleship: The Imperial Jewel]]&lt;br /&gt;
&lt;br /&gt;
{{Manufacturer Vickers-Armstrongs}}&lt;br /&gt;
{{Japan battleships}}&lt;/div&gt;</summary>
		<author><name>U16078272</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Enduring_Confrontation&amp;diff=33634</id>
		<title>Enduring Confrontation</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Enduring_Confrontation&amp;diff=33634"/>
				<updated>2019-10-17T15:08:08Z</updated>
		
		<summary type="html">&lt;p&gt;U16078272: /* Front Line */ module indicator for EC AF.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enduring Confrontation (also known as “EC”) is a separate game mode for aircraft in War Thunder. Unlike in traditional random battles, this mode allows you to join a battle at any time. You also have unlimited respawns, subject to certain rules. In EC, the emphasis is on the players’ ability to influence the situation on the battlefield.&lt;br /&gt;
 &lt;br /&gt;
Battles in EC occur as Events, so you can find this mode in the “Events and Tournaments” section underneath the “To Battle” button. EC is the primary game mode for aircraft in Simulator Battles, and a simplified version of it in Arcade Battles is the only separate game mode for helicopters. To join a battle in Enduring Confrontation, you can either wait in the general queue as you would in random battles, or call up a list of active rooms (ongoing battles) sorted by country and rank and, if there are available spots on a team, join your preferred side in that room. You can call up a list of rooms by pressing the button of the same name.&lt;br /&gt;
 &lt;br /&gt;
==Main differences between Enduring Confrontation and random battles:==&lt;br /&gt;
&lt;br /&gt;
*Battles are longer. Every battle lasts 3 hours, but can end earlier if one of the teams meets the conditions for winning. You don’t have to participate in the entire battle from beginning to end. Players can leave the battle and come back to it whenever they want (as long as there are free spots on their team), but you can’t change teams during a battle.&lt;br /&gt;
&lt;br /&gt;
*You have an unlimited number of respawns in EC, but the number of different aircraft you can use over the course of a battle is limited by your Spawn Points (“SP”) and the fact that aircraft are temporarily blocked when lost. At the beginning of a battle, you only have access to aircraft with a small BR value. To unlock other aircraft, you need to earn SP.&lt;br /&gt;
&lt;br /&gt;
*In EC, players have more opportunities to alter the situation on the battlefield both directly and indirectly, and the distribution of power across both teams can change several times depending on the success of the players on one side or the other.&lt;br /&gt;
&lt;br /&gt;
*There are various mechanics that are unique to EC, such as the front line and modular airfields.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranks in Enduring Confrontation==&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five ranks in EC battles:&lt;br /&gt;
&lt;br /&gt;
*The first rank includes aircraft with a BR of between 1.0 and 2.0. Aircraft with a BR of between 1.0 and 2.0 are allowed into battle.&lt;br /&gt;
*The second rank includes aircraft with a BR of between 2.3 and 3.3. Aircraft with a BR of between 1.0 and 3.3 are allowed into battle.&lt;br /&gt;
*The third rank includes aircraft with a BR of between 3.7 and 4.7. Aircraft with a BR of between 1.0 and 4.7 are allowed into battle.&lt;br /&gt;
*The fourth rank includes aircraft with a BR of between 5.0 and 6.3. Aircraft with a BR of between 1.0 and 6.3 are allowed into battle.&lt;br /&gt;
*The fifth rank includes aircraft with a BR of 6.7 or more. All aircraft are allowed into battle.&lt;br /&gt;
 &lt;br /&gt;
==Spawn Points==&lt;br /&gt;
Taking off in an aircraft in Enduring Confrontation costs Spawn Points (“SP”). The number of SP you need to take off in a specific aircraft depends on how much its BR exceeds the starting BR of the particular EC rank. You don’t need any SP to take off in aircraft with a starting BR (for example, 1.0 for rank 1 or 3.7 for rank 3). The more an aircraft’s BR exceeds the starting BR, the more SP you need to take off. To take off in an aircraft with the maximum BR for a given rank (for example, 2.0 for rank 1 or 4.7 for rank 3), you need 450 SP. The number of SP you need to take off in each specific aircraft from the current set is displayed on the bottom part of the aircraft’s card in the set, to the left of its BR.&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_1.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
Every player has their own SP balance that is maintained throughout the course of a given battle. Points can be earned by achieving mission objectives, destroying enemy vehicles, and bombing targets such as enemy bases and airfields. If you end a battle with a positive SP balance, the SP you have accumulated will be transferred to the next battle you fight for the same country in this EC rank, but the maximum number of SP you can take to the next battle is 200. Your current SP balance is displayed in the top right corner of the map.&lt;br /&gt;
SP spent to take off in an aircraft are deducted from your balance the moment you press the “To Battle” button. If your aircraft is lost, the SP you spent are lost as well. If you get your aircraft back to an airfield in working condition after repairing and refueling, the SP you spend are refunded to you as soon as you get out of the aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_2.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==New Aircraft Security Deposit==&lt;br /&gt;
In Enduring Confrontation you are not charged any funds to repair lost vehicles, but you do pay a security deposit in Silver Lions (“SL”) for each new aircraft you use in battle. The amount of the security deposit is shown at the bottom of the aircraft’s card in the set, to the left of the number of SP required to take off in it. The security deposit is charged the moment you press the “To Battle” button. If you keep your aircraft in one piece, perform a decent landing on an airfield, and get out of the aircraft, you won’t have to pay a security deposit next time you take off in that aircraft – you’ve already paid it. However, if you lose an aircraft, you’ll have to make another security deposit next time you take off in it. If you can keep the aircraft in one piece until the end of the battle, your security deposit will be refunded.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Vehicle BR and Time Limits when Losing an Aircraft==&lt;br /&gt;
If you a lose an aircraft with a BR above the starting level, all aircraft of the same type with this BR (fighters, attack aircraft, bombers) are temporarily blocked. The duration of the block depends on how far the aircraft’s BR is from the starting level. The minimum block duration is 5 minutes, and the maximum (for aircraft with the maximum BR for a given rank) is 30 minutes. There is no block for vehicles with a BR that is equal to or below the starting level.&lt;br /&gt;
 &lt;br /&gt;
==Requirements and Recommendations for Building Vehicle Sets==&lt;br /&gt;
Mandatory requirement: when joining a battle in Enduring Confrontation mode, you must have at least one aircraft with a BR equal to, or below, the starting level for this rank. This is the aircraft that will be available for takeoff without paying any SP at the beginning of the battle. If you don’t have any aircraft in your current set that meet this requirement, you will be given a random stock aircraft when joining the battle. It will be placed in your first free crew slot. However, any experience points you earn in this stock aircraft will not go toward unlocking new modules.&lt;br /&gt;
&lt;br /&gt;
To fight most effectively and ensure greater flexibility depending on the current situation, we recommend building a separate aircraft set of at least three aircraft for each EC rank. It would be wise to include the following aircraft in each set:&lt;br /&gt;
One or more aircraft with a BR equal to or below the starting level – for accumulating SP at the beginning of the battle or if you don’t have enough.&lt;br /&gt;
Two or more aircraft with different BRs within the framework of a given EC rank – for increased flexibility in the context of using more effective aircraft if one or more BRs are blocked due to lost aircraft.&lt;br /&gt;
We recommend including aircraft of various types in a set (fighters, strike aircraft, bombers) in order to increase your tactical flexibility and allow you to withstand enemy aircraft and ground vehicles on the front line over the course of the battle, as well as for performing bombing runs against enemy bases and airfields. You should also keep in mind that a block on vehicles with the same BR extends only to aircraft of the same type as the lost aircraft.&lt;br /&gt;
 &lt;br /&gt;
==Conditions for Winning and Losing==&lt;br /&gt;
To win a battle, a team must fulfill one of the following conditions:&lt;br /&gt;
&lt;br /&gt;
# Earn 150,000 victory points. The victory points for both teams are always displayed in the lower left corner of the screen when you are in the cockpit. Teams are awarded victory points for completing mission objectives and, to a lesser extent, for destroying enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_3.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
#Destroy the airstrips and living quarters of all three of the enemy’s airfields. You can read more about airfield zones in the “Modular Airfields” section.&lt;br /&gt;
#Victory is automatically awarded to the team that has earned the most victory points when the time limit for the battle ends (the limit for all battles in 3 hours).&lt;br /&gt;
 &lt;br /&gt;
==Mission Objectives, Explicit and Hidden==&lt;br /&gt;
As in other game modes, there are special mission objectives in EC for which a team can earn victory points. They can be divided into “explicit” and “hidden” objectives. The difference is that explicit objectives are displayed in the list of current objectives on the map during battle, and hidden objectives are not (this is done in order to save space on the list and not fill it up with obvious objectives). In other words, hidden objectives are always in effect, so they aren’t listed on the objectives list, although they are still assumed to be there. Victory points are awarded for completing both explicit and hidden objectives.&lt;br /&gt;
 &lt;br /&gt;
Hidden objectives:&lt;br /&gt;
&lt;br /&gt;
*Earn 150,000 points to win the battle.&lt;br /&gt;
*Find an enemy airfield – at the beginning of the battle, when the location of the enemy’s airfields is still unknown.&lt;br /&gt;
*Destroy the enemy airfield in a certain sector.&lt;br /&gt;
*Help win a skirmish in a certain sector – you can participate in destroying enemy ground vehicles in an active ground skirmish where one side is attacking, and the other is defending. There can be multiple active skirmishes at the same time in various sectors of the map (or even in the same sector, but in different directions). The attacking side in a skirmish is shown as an arrow on the map. The blue arrow is the allies’ attack, and the red arrow is the enemies’. The direction of the attack determines the kind of ground vehicles that will be used: the attacking side’s ground forces are represented by tanks and Howitzers, and the defending side is represented by light pillboxes and Howitzers. If neither team interferes in a ground skirmish, the attacking side will always win.&lt;br /&gt;
&lt;br /&gt;
Explicit objectives:&lt;br /&gt;
&lt;br /&gt;
*Cover/destroy the allied/enemy spotter in a certain sector – this is a single AI aircraft that comes in from the allied team’s rear and flies around for a while above the enemy team’s territory at a certain altitude depending on battle rank. Its presence in the air makes it possible to discover objectives at greater distances.&lt;br /&gt;
*Cover/destroy the allied/enemy bombers/attack aircraft in a certain sector – this is a group of AI aircraft made up of 6 bombers or 9 attack aircraft covered by 2 AI fighters. The group comes in at a certain altitude from the allied team’s rear in order to complete a certain objective. The bombers’ target is always the enemy team’s base, and the attack aircraft’s target is the last active ground skirmish.&lt;br /&gt;
*Cover/destroy the allied/enemy vehicle column in a certain sector – this is a column of AI ground vehicles made up of tanks, trucks, and mobile AA guns. It advances from the allied team’s rear toward the front line. When it reaches its target sector, it increases the military presence of the allied team to the maximum in that sector. This leads to the generation of a land skirmish in which the attacking side is the team to which the column belongs.&lt;br /&gt;
*Achieve air supremacy in a certain sector – capture [https://warthunder.com/en/news/5415-development-enduring-confrontation-mode-update-en an air sector] that is adjacent to the front line. It is marked with a little circle with the letter A in the middle of one of the sectors on the map. The sector’s area fully corresponds to the sector on the map, and the air sector’s altitude is 6,000 metres. Only player-controlled aircraft count toward capture – AI vehicles don’t count. A limited amount of time is allotted to capture the sector. If one of the teams captures the sector, a land skirmish will be generated either in this sector or in one adjacent to it. The attacking side will be the team that achieved air supremacy.&lt;br /&gt;
*Destroy the enemy base in a certain sector – bomb the enemy base in the indicated sector. The base’s durability depends on the battle rank.&lt;br /&gt;
 &lt;br /&gt;
==Discovering Objectives==&lt;br /&gt;
In addition to the fact that mission objectives are conditionally divided into explicit and hidden, certain objectives need to be discovered in order to appear and become completable. Objectives will be discovered if an allied vehicle (either AI or player-controlled) finds itself next to them within a certain range, although players have a larger detection range than AI units do. The presence in the air of an allied spotter increases the detection range for both players and AI vehicles. Once an explicit objective has been discovered, all players on the team receive an on-screen notification, and the corresponding objective is added to the list of active objectives in the map window.&lt;br /&gt;
 &lt;br /&gt;
If a mission objective is discovered by players, the team is rewarded with a certain number of victory points (usually about 20% of the reward for completing the objective in question).&lt;br /&gt;
 &lt;br /&gt;
==Map Window and Map==&lt;br /&gt;
The map window is an essential helper to all players in Enduring Confrontation and provides a lot of useful information. The following information is displayed in the map window at all times:&lt;br /&gt;
&lt;br /&gt;
*The number of available Spawn Points (in the upper right corner).&lt;br /&gt;
*The current mission and location, as well as the time remaining until the end of the battle (in the upper left corner).&lt;br /&gt;
*Information on the vehicle set being used in the battle, including the status of aircraft, the time remaining until aircraft are unblocked, the cost to take off in each aircraft, and your current SP and SL.&lt;br /&gt;
*Current aircraft settings (these can be changed at an airfield prior to takeoff), including weapon loadout, equipped ammo belts, camouflage, frontal armament convergence, explosive delay, and remaining fuel.&lt;br /&gt;
*A list of active mission objectives.&lt;br /&gt;
*The chat window/battle log.&lt;br /&gt;
*The mission map.&lt;br /&gt;
&lt;br /&gt;
The map of every EC location is divided into sectors of a fixed size. In all EC missions the size of a map sector is 8192x8192 metres, or about 8x8 km (this non-round number is used for technical reasons – 8192 = 2^13, i.e. 2 to the power of 13).&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_4.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
The map itself displays the following information in real time:&lt;br /&gt;
&lt;br /&gt;
*Your current location and flight direction.&lt;br /&gt;
*The state of the front line.&lt;br /&gt;
*The location and status of discovered airfields. Your team’s airfields are always displayed, but you have to discover the other team’s airfields first.&lt;br /&gt;
*The location and integrity of bases that are currently active (if there are any).&lt;br /&gt;
*Air supremacy sector and status (if such an objective is active).&lt;br /&gt;
*The location of ground convoys that are currently active (if there are any).&lt;br /&gt;
*The location of ground skirmishes that are currently active (if there are any). The directions of attacks are shown as arrows, and allied and enemy ground vehicles are shown as markers.&lt;br /&gt;
 &lt;br /&gt;
==Front Line==&lt;br /&gt;
The front line is one of the unique game mechanics found in Enduring Confrontation missions. The front line extends along the borders of adjacent sectors of the map and unambiguously defines the side to which they belong. At the beginning of every battle the front line extends along the borders of the middle sectors of the map, but as the battle progresses, it shifts to one side or the other. Changes to the front line occur as a result of ground skirmishes fought by AI vehicles – a successful attack gives control over the current sector to the attacking side and moves the front line accordingly. Players can affect the outcome of ground skirmishes (and thus change the front line) by destroying the AI ground vehicles that are participating in them. If neither team interferes in a ground skirmish, the attacking side always wins.&lt;br /&gt;
 &lt;br /&gt;
Influencing the front line during a battle: if, as the result of a shift in the front line, an airfield ends up within territory controlled by the enemy team, this airfield will cease to function. If, due to another shift in the front line, this airfield ends up back within allied territory, it will start working again. In the future we are planning to add additional objectives connected to surrounding and isolating individual sectors.&lt;br /&gt;
 &lt;br /&gt;
You can read more about the front line in this issue of the [https://warthunder.com/en/news/5415-development-enduring-confrontation-mode-update-en Developer Diary.]&lt;br /&gt;
 &lt;br /&gt;
Airfields and their Modules&lt;br /&gt;
All aircraft in EC spawn on airfields and return to them to reload and repair. Since battles in EC last a significant amount of time, airfields are a crucial strategic target – they directly affect the course of the battle.&lt;br /&gt;
 &lt;br /&gt;
In EC missions, airfields are distributed randomly on the map – when every new battle is generated, the server chooses three potential airfield locations for each side. At the beginning of the battle, each team knows the location of their own airfields (they are displayed on the map), but they do not know the location of the enemy’s airfields. Enemy airfields can be discovered visually by being in the air at a sufficient altitude, but in order to get an airfield detected in this manner to appear on the map, you need to fly close enough to it (within a range of a few kilometres – altitude doesn’t matter). Just like other targets, airfields can be discovered by AI vehicles.&lt;br /&gt;
 &lt;br /&gt;
You can always see the status of allied and enemy airfields on the map. Additionally, the detection status and overall integrity of airfields are displayed in the top middle part of the screen, above the bar with the double victory point indicator – look for the circles above the inner edge of the corresponding indicator. Blue circles represent the status of allied airfields, and red ones represent the status of enemy airfields. The number of circles shows how many of a given team’s airfields have been discovered by the enemy. The degree to which they are colored in represents their integrity. By the same token, the number of blue circles shows how many allied airfields have been discovered by the enemy, and the number of red ones shows how many enemy airfields your allies have found. If there are no circles on one side or the other, this means that none of that team’s airfields have been discovered by the enemy yet.&lt;br /&gt;
 &lt;br /&gt;
[[File:Enduring_Confrontation_5Temp.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
The airfields themselves have a modular structure in EC, i.e. they are heterogeneous. This is yet another unique feature of this mode. Every airfield represents a set of four modules, or damageable functional zones of varying size, configuration, and appearance. They include the airstrip, fuel warehouses, parking area (also the aircraft repair area), and the living quarters (this is where the crew is located). Each of these zones performs its own unique function, has its own level of durability, and does not intersect with the areas of the other zones. The durability of all modules depends on the rank of the EC mission, increasing from lower ranks to higher ones. A zone can only be damaged or destroyed if it is hit by a bomb within its own area. Bombs that miss zones or hit destroyed zones do not count. Damaged zones are repaired over time. The speed at which they are repaired depends on the condition of the living quarters.&lt;br /&gt;
 &lt;br /&gt;
Thanks to this mechanic, airfields cannot be completely destroyed during EC missions. It is only possible to temporarily disable their functionality – unlike in other aircraft game modes. However, destroying the airstrip and living quarters of all of a team’s airfields prevents the players on that team from bringing new aircraft into the battle and thus automatically leads to defeat.&lt;br /&gt;
[[File:Simulator Enduring Confrontation Airfield Damage Indicator..jpg|thumb|Simulator Enduring Confrontation Airfield Damage Indicator.]]&lt;br /&gt;
[[File:Simulator Enduring Confrontation Airfield Modules..jpg|thumb|Simulator Enduring Confrontation Airfield Modules.]]&lt;br /&gt;
You can read more about airfield modules and their functions in this issue of the [https://warthunder.com/en/news/5973-development-modular-airfields-in-enduring-confrontation-en Developer Diary.]&lt;br /&gt;
==Helicopter Enduring Confrontation in Arcade Battles==&lt;br /&gt;
&lt;br /&gt;
As mentioned above, a simplified version of EC mode in Arcade battles is the only separate game mode for helicopters in War Thunder. It differs from EC in Simulator battles in the following ways:&lt;br /&gt;
&lt;br /&gt;
*Instead of airfields, helicopter pads are placed around the map. They have no module-based mechanics, and there are 12 per team rather than 3.&lt;br /&gt;
*All objectives involving AI aircraft have been removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_modes]]&lt;/div&gt;</summary>
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				<updated>2019-10-17T15:06:53Z</updated>
		
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				<updated>2019-10-17T15:05:05Z</updated>
		
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