K2

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germ_kanonenboot_k2.png
GarageImage K2.jpg
K2
AB RB SB
4.3 4.3 4.3
Research:5 900 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

The K class, K2, 1941 is a rank I German frigate with a battle rating of 4.3 (AB/RB/SB). It was introduced in Update 1.79 "Project X" as part of the fleet closed beta test.

General info

Survivability and armour

Armourfront / side / back
Main fire tower50 / 60 / 35 mm
Hull16 mm (steel)
Superstructure5 mm (steel)
Number of section6
Displacement1 420 t
Crew184 people

As the K2 is a frigate, it's important to note that it is not fast with a top speed of 34 km/h (AB:47 km/h) which makes it as fast as a Killer whale. Indeed, the K2, could be compared to a Killer whale! It's not very fast, it can't manoeuvre very fast, it can't evade torpedoes at close range. However, it's very strong, with armour plates providing up to 60 mm of protection, and its Herculean size compared to other gunboats, it makes it look and feel very opposing. It packs a very almighty bite! With its two turrets carrying 2 x 120 mm L45 cannons, 2 x four-barrel Flakvierling 38 automatic cannons, 2 x 2 cm C/38 (20 mm) automatic cannons and 2 x 3.7 cm (37 mm) SK C/30 automatic cannons.

The storage for its ammunition is stored below the waterline, they are also encased by the fuel tanks which wrap around the sides behind the 60 mm thick armour plates, making torpedo strikes less likely to sink the ship, however, it is not impossible to be sunk by a single well-placed strike. When playing this Herculean motorboat, sail towards the capture zone, do not head out to sea like a lone killer whale, because the K2 will be sunk, by enemy destroyers which prey on large slow ships, like this, for easy targets.

Mobility

Speedforward / back
AB41 / 13 km/h
RB34 / 11 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 30 21 ~146.02 ~135.56
Upgraded 41 13 ___ ___
RB/SB Stock ___ ___ ___ ___
Upgraded 34 11 ___ ___

Its top speed of 34 km/h can be achieved within 18 seconds, which is very a great time to be under full-steam. Its top speed in arcade battles of 47 km/h can also be achieved within 18 seconds, not bad for a ship that displaces over 1,420 tons of water.

The manoeuvrability of the ship is like a killer whale, it's good, but it's not the best - it can make short sudden movements to dodge torpedoes only if they are coming towards the stern of the ship. Turning requires a large area to be completed, it's one of these ships where it's better suited to go in a straight line and stay in capture zones.

Modifications and economy

Repair costBasic → Reference
AB634 → 822 Sl icon.png
RB1 007 → 1 306 Sl icon.png
Total cost of modifications5 940 Rp icon.png
4 500 Sl icon.png
Talisman cost410 Ge icon.png
Crew training1 800 Sl icon.png
Experts6 300 Sl icon.png
Aces80 Ge icon.png
Research Aces135 000 Rp icon.png
Reward for battleAB / RB / SB
60 / 130 / 100 % Sl icon.png
106 / 106 / 106 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
330 Rp icon.png
Cost:
250 Sl icon.png
80 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
250 Rp icon.png
Cost:
190 Sl icon.png
60 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
480 Rp icon.png
Cost:
360 Sl icon.png
115 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
330 Rp icon.png
Cost:
250 Sl icon.png
80 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
330 Rp icon.png
Cost:
250 Sl icon.png
80 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
250 Rp icon.png
Cost:
190 Sl icon.png
60 Ge icon.png
Mods ship venting.png
Ventilation
Research:
250 Rp icon.png
Cost:
190 Sl icon.png
60 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
480 Rp icon.png
Cost:
360 Sl icon.png
115 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
480 Rp icon.png
Cost:
360 Sl icon.png
115 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods tank ammo.png
37 mm Spgr Lh 37
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
330 Rp icon.png
Cost:
250 Sl icon.png
80 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
250 Rp icon.png
Cost:
190 Sl icon.png
60 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
250 Rp icon.png
Cost:
190 Sl icon.png
60 Ge icon.png
Mod arrow 0.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
250 Rp icon.png
Cost:
190 Sl icon.png
60 Ge icon.png
Mods ship mortar.png
Bomb mortar
Research:
480 Rp icon.png
Cost:
360 Sl icon.png
115 Ge icon.png

Armament

Primary armament

2 х Turret2 x 120 mm/45 L45 cannon
Ammunition240 rounds
Vertical guidance-5° / 45°
Main article: L45 (120 mm)

The primary armament consists of four 120 mm L45 cannons mounted in two turrets, one front, and one rear. The turrets can turn 360 degrees, making changing broadsides easier. The shell selection is not a selection. You only have at your disposal a high-explosive round with 2.7 kg of TNT. The guns traverse at an average rate, but have a slow reload.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
120 mm HE HE 32 32 32 32 32 32
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
120 mm HE HE 808 20.5 0 0.1 2.7 79° 80° 81°

Secondary armament

2 х Turret2 x 3.7 cm SK C/30 mounting
Ammunition4000 rounds
Main article: SK C/30 (37 mm)

The secondary armament consists of four 3.7 cm cannons, in two turrets, one front and one rear. They reload fast, at 30 rounds per minute. In terms of shells, you get a HE and an APCBC. APCBC should always be used, as it has both a higher explosive power, and higher penetration power. It is possible to hit and detonate the enemy ammo racks with these, especially the unprotected ammoracks most ships have for their rear turrets, above the waterline.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Spgr L/4.1 Lh 37 HE 2 2 2 2 2 2
Psgr L'spur Zerl APCBC 87 84 71 58 48 39
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
Spgr L/4.1 Lh 37 HE 1,000 0.75 0 0.1 27.4 79° 80° 81°
Psgr L'spur Zerl APCBC 1,000 0.82 1.3 15 37.4 48° 63° 71°

Anti-aircraft armament

4 х Turret2 cm/65 C/38 automatic cannon
Ammunition2000 rounds
Belt capacity40 rounds
Fire rate480 shots/min
2 х Turret4 x 2 cm/65 Flakvierling 38 automatic cannon
Ammunition8000 rounds
Belt capacity40 rounds
Fire rate480 shots/min
2 х Turret13.2 mm Hotchkiss machine gun
Ammunition1800 rounds
Belt capacity30 rounds
Fire rate476 shots/min

The AA guns are very good for a ship of it's size and tier. A total of 12 2 cm autocannons and 2 13.2 machineguns will provide very effective cover from enemy planes.

Additional armament

Setup 16 x WBD depth charge
Setup 24 x WBG depth charge
Setup 36 x WBD depth charge
4 x WBG depth charge

There are depth charges and grenade launchers, which are somewhat needless, but provide a hazard of being detonated by enemy shots. It is best to not carry them.

Usage in battles

The K2 excels in close-range combat, its L45 cannons rip apart enemy ships with well-placed shots, smaller lighter ships can easily be knocked out with a single hit directly on them. The Herculean size and armour of the ship allows it to dish out blows and take some more, without much damage.

Critical hits will most likely cripple the ship, with areas not well armoured such as under and to the left of the stern, and the bow turret. HE rounds could cause the ammunition to detonate. The armour belt also extends just above the waterline, which means that sailors can be knocked out easily with AP or HE rounds. Along with this, if the turrets are knocked out, you'll most likely be easy picking for torpedo boats and other warships.

Another thing to keep in mind when playing the K2 is to avoid long-range engagements, as the poor manoeuvrability and low speed can make you get picked off early in the match. This is why it's important to stay focused on what threats are appearing in the combat zone. Some notable threats to it are bombers, destroyers, torpedo boats and light cruisers. To stay combat effective for as long as possible, be sure to make use of the game's A.I. system to make the AA independent so that it can engage small surface ships and air targets.

Pros and cons

Pros:

  • Dual-mounted 120 mm cannon located in each turret, you can land more shells and with more accuracy
  • 120 mm rounds offer great damage when hitting targets
  • Heavily armoured, below the belt
  • Good anti-air capabilities

Cons:

  • Low rate of fire, long reload times with the fastest reload time being only 6.3 seconds
  • Only has two turrets, and conscious enemies will focus on knocking these out first
  • L45 cannons only have HE rounds, No AP or other rounds possible
  • The armour is only located around and on the: belt, bridge & turrets
  • Slow 24 km/h, (15 mph) stock, increases the vulnerability of being hit by torpedoes or bombs
  • Outclassed by other vehicles close to its battle rating, such as SKR-7 or Ognevoy
  • It is regularly pitted against much faster and larger destroyers

History

The K-class gunboats were ordered as a replacement to the outdated Dutch Brinio-class gunboats that preceded them. Originally, seven ships of the class were planned to be constructed, three of which were ordered and laid down right away. However, the German occupation of the Netherlands in 1940 abruptly ended the construction of the already laid down ships, with pending orders for the remaining ships getting cancelled. Following the occupation, all three uncompleted warships were captured after falling into German hands.

The Kriegsmarine decided to continue construction and to complete all three of the captured warships for use in the German war effort. Thus, the K-1, K-2 and K-3 were all subsequently completed by 1940/41 and were put into commission with the German navy by 1942. The three gunboats primarily saw service in Norwegian and German waters, performing patrols and other low-profile missions. K-1, the lead ship of the class, was sunk right at the end of WW2 in 1945 off the coast of Denmark. The К-2's back of the deck was damaged by a torpedo during another air attack of the allies. The vessel had been towed back to Germany but was never repaired till the end of the war. After the war she was towed to the Netherlands where it sunk for unknown reasons, it was raised from the seabed and scrapped in 1946.K-3 was the sole survivor of the class, being recommissioned into Dutch service after WW2 under the name "Van Speijk". K-3 remained in Dutch service until 1960, after which she was sold for scrap.

- From Devblog

Media

Skins

See also

Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links


Werf Gusto
Gunboats 
K-class  K2

Germany frigates
Germany flag.png  Kriegsmarine
K-class  K2
FRG flag.png  Bundesmarine
Köln-class  Köln · Lübeck
GDR flag.png  Volksmarine
Pr. 50  Karl Marx