Gunnery Mechanics · Worked example
AP Penetration Explained: Why Plymouth's 16 Barrels Don't Always Citadel
Plymouth is a 152 mm light cruiser with sixteen barrels in four quad turrets. On paper she dumps an absurd 49,600 HP AP broadside every eight seconds. So why does she struggle to citadel battleships, and why does she still citadel cruisers two tiers up at point-blank? AP penetration is the answer, and the formula is short.
The numbers from Plymouth's gun mount
WoWS Legends stores the inputs to AP penetration inside the ship's in-game data. For Plymouth's 152 mm/50 BL Mk XXIII, the decoded values are:
- Muzzle velocity: 841 m/s
- Caliber: 152 mm (0.152 m)
- Shell mass: 50.8 kg
- Krupp coefficient: 2,609
- Ballistic drag: 0.330
Out of those five inputs comes one number that decides every AP duel Plymouth fights: penetration at impact, in millimeters of effective belt armor.
The formula
WoWS uses a Krupp-style penetration model. Once a shell hits the plate, the game compares the plate's normalized thickness against:
P = K × (m · vimpact2)0.69 × d-1.07 × 10-7
P = penetration (mm) · K = krupp · m = shell mass (kg) · vimpact = velocity at impact (m/s) · d = caliber (m)
Plug Plymouth's numbers at the muzzle (vimpact = v0 = 841 m/s, no travel) and you get ~320 mm of penetration at point-blank range. That's a lot. So why doesn't Plymouth shred battleships? Two reasons: the shell slows down, and the plate gets harder to bite.
1. Velocity decay (drag)
The shell bleeds speed every meter it travels. The game approximates this as exponential decay using the decoded drag coefficient:
vimpact = v0 × exp(-(drag / 4.65) × range_km)
For Plymouth (drag = 0.330) at her 15.2 km max range, the impact velocity has fallen from 841 m/s at the muzzle to roughly 290 m/s. And because the penetration formula squares velocity inside a ^0.69 exponent, that drop crushes pen far more than it crushes flight time. Penetration at max range collapses to ~72 mm.
Same gun, same shell, same target — pen has dropped by 77% just from travel.
2. Impact angle (the silent killer)
The pure formula above assumes the shell hits dead-flat (0°). In practice, two things tilt that against you:
- Shell trajectory. At long range, the gun has to elevate, the shell arcs, and it comes down at the target. The steeper the arc, the more the shell strikes deck armor (usually thin but very angled) instead of belt.
- Target heading. If the target is bow-on or steeply angled, the apparent belt thickness multiplies by
1 / cos(angle). A 305 mm belt at 60° effective angle has 610 mm of "look-thickness." Past about 60° on AP, ricochet becomes guaranteed.
Plymouth's AP ricochets at 45° and is guaranteed to bounce at 60°, like most cruiser-class AP. So even when raw pen is in range, a target that knows to angle simply turns the shell into a spark.
So who does Plymouth's AP actually citadel?
We can map Plymouth's pen curve onto real targets. A citadel hit requires three things at once: (1) the shell penetrates the belt armor, (2) the impact angle is within the ricochet envelope, and (3) the fuse arms and detonates inside the protected volume. Plymouth's fuse threshold is 25 mm — basically anything above destroyer plating arms her shell.
| Target | Tier & class | Belt | Close (≤5 km) | Mid (8–10 km) | Far (15 km) |
|---|---|---|---|---|---|
| Cleveland | VII US light cruiser | 127 mm | Yes | Maybe (angle) | No |
| Hood | VI UK battleship | 305 mm | Edge case | No | No |
| Tirpitz | VII DE battleship | 320 mm + turtleback | No | No | No |
| Atago / Mogami-class | VI–VII IJN heavy cruiser | 127–140 mm | Yes | Maybe | No |
| Edinburgh / Belfast | VII UK light cruiser | 76–114 mm | Yes | Yes | Maybe |
| Bismarck | VII DE battleship | 320 mm + turtleback | No | No | No |
| Buffalo / Baltimore | VIII US heavy cruiser | 152 mm | Yes | Maybe | No |
| Iowa | VIII US battleship | 307 mm | Edge case | No | No |
| Yamato | VIII IJN battleship | 410 mm | No | No | No |
| Any Tier VI–VIII destroyer | VI–VIII destroyer | 16–25 mm (no citadel) | N/A | N/A | N/A |
What this means for playing Plymouth
Live inside 8 km when you want citadels
Plymouth's pen curve is brutal beyond mid-range. Inside 8 km she has 200+ mm of citadel pen and a four-quad-turret firing arc that puts twelve barrels on a target at a sane angle. That's where her AP citadels broadside cruisers. Beyond 10 km, the citadel game is mostly over.
At distance against BBs: hunt the superstructure
Plymouth is an AP-only ship — there is no HE shell to swap to. That sounds like a death sentence against battleships, but it isn't. Battleship superstructures are typically armored at 13–25 mm (Hood's superstructure: 19 mm; Tirpitz: 19 mm; Iowa: 19 mm; Yamato: 25 mm), and Plymouth's AP retains 72 mm of pen even at her 15 km max range. That is more than enough to slice clean through a superstructure, arm the fuse, and detonate for full normal-pen damage — 3,100 per shell that hits.
At range, aim for the high bits — the bridge, the funnels, the rangefinder block. Twelve barrels into a battleship's tower at 13 km will reliably score 6–8 full-pen hits per salvo. It's not citadel damage, but it's stable, repeatable damage that doesn't depend on the target broadsiding for you, and it lights nothing on fire that the BB can repair.
Hunt broadside cruisers and citadels of opportunity
This is where Plymouth's barrel count is genuinely game-changing. A side-on Cleveland inside 10 km eats 6,000–9,000 damage per AP salvo because every shell that lands gets the chance to cit. Edinburgh, Belfast, Boise, Brest — anyone with a 76–127 mm belt — is a citadel candidate at Plymouth's working range.
Bow-tank yourself
The same angle math that protects targets from Plymouth's AP protects Plymouth from enemy AP. Show your bow, force enemies to choose between an unprofitable AP shot or HE that you can repair, and trade barrel count for them shooting bow.
The shortcut: pen tables, not formulas
You don't need to do the math in your head. GamingDiver's per-ship spec pages now show the candidate AP Pen Close (mm) and AP Pen Far (mm) rows under each ship's Main Battery formulas, computed straight from the decoded in-game data. Compare your gun's pen-at-range against the target's known belt thickness and you'll know which fights are AP fights and which aren't — before you commit a single salvo.
Formula provenance: penetration values use the Krupp-style WoWS-family model K · (m · v2)0.69 · d-1.07 · 10-7 with exponential velocity decay v · exp(-(drag / 4.65) · range_km). Cross-validated against Omaha 152 mm (in-game: 233.1 mm point-blank; computed: 233.1 mm). Belt-armor values are community-known WoWS Legends figures; ricochet/fuse angles read from each ship's decoded shell entity (Plymouth: 45° / 60° / 0.025 s / 25 mm).