Overview
The Kremlin is the crown jewel of the Soviet battleship line, designed as a Project 24 super–battleship concept. With 457 mm guns, a massive health pool, and some of the best armor protection in the game, Kremlin is built to dominate close- to mid-range engagements. She’s a ship that thrives on pushing forward, tanking damage, and punishing enemies with devastating salvos. However, her short range, sluggish handling, and limited consumables demand careful planning.
Main Battery – Devastation at Close Range
Kremlin mounts three triple 457 mm turrets, giving her nine barrels of raw power.
- AP Shells
- Damage: 14,500 per shell
- Overmatches 30 mm plating
- Massive alpha strike potential (up to 130,500 per full salvo)
- HE Shells
- Damage: 6,500 per shell
- 45% fire chance
Her dispersion is poor at long range, but excellent at close to medium ranges, making her a brawler at heart. With a 33-second reload, her damage output is consistent, though not the fastest among Tier X battleships.
Survivability – A Floating Fortress
- HP Pool: 108,300 – one of the highest in the game
- Armor: Up to 550 mm on turrets, 60 mm deck, strong belt protection
- Torpedo Protection: 46%
- Turret Protection: Second only to Yamato
Kremlin is extremely durable, but her large citadel and cheek weakness mean she can still be punished if angled poorly. Her Fast Damage Control Party is unique, with a short cooldown but limited charges, making consumable management critical.
Anti-Aircraft – Strong but Fragile
Kremlin once had one of the best AA suites at Tier X, but nerfs have reduced its effectiveness.
- Strong continuous DPS and flak bursts
- Easily disabled by HE spam, leaving her vulnerable to carriers
- Best used in AA overlap with allies
Maneuverability – A Sluggish Giant
- Top Speed: 29.5 knots
- Turning Circle: 1,090 m
- Rudder Shift: 18–20 s (with upgrades)
Kremlin is massive and slow to turn, making her an easy target for torpedoes and flanking cruisers. Early positioning is vital, as relocating mid-battle is nearly impossible.
Playstyle – Push with Purpose
Kremlin is designed to lead the charge. Her strengths shine when she’s close enough to use her accurate dispersion and tank damage for her team.
- Push with support, don’t go alone
- Use AP to punish cruisers and battleships at medium range
- Manage your limited Damage Control Party carefully
- Avoid long-range duels—her dispersion makes her unreliable at 18+ km
- Angle properly to protect her citadel and cheeks
Pros & Cons
Pros:
- Enormous HP pool
- Excellent armor and turret protection
- Devastating AP alpha strike
- Great close- to mid-range dispersion
- Unique short-cooldown Damage Control Party
- Good concealment (13.4 km fully built)
Cons:
- Poor long-range accuracy
- Shorter firing range than peers
- Long reload (33 s)
- Large citadel and cheek weakness
- Easily loses AA mounts to HE spam
- Sluggish maneuverability and huge turning circle
- Limited consumable charges
Optimal Configuration
Upgrades:
- Slot 1: Auxiliary Armaments Modification 1
- Slot 2: Damage Control System Modification 1
- Slot 3: Aiming Systems Modification 1
- Slot 4: Damage Control System Modification 2
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3
Commander Skills:
Focus on survivability (fire/flood resistance, concealment), main battery accuracy, and damage control efficiency.
Final Thoughts
Kremlin is a ship for captains who want to push aggressively and dominate at close quarters. She’s not a sniper—she’s a juggernaut. With her massive health pool, thick armor, and brutal AP salvos, she can break enemy lines and hold objectives. But she’s unforgiving: poor positioning or careless consumable use will quickly turn her into a massive target.
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