World of Warships: Legends ship guide

Aberdeen

Also called: 阿伯丁 Beta
U.K. · Tier VIII · CL Cruiser · Premium
AP-only cruiserAP-only: there is no HE, so hunt broadsides and stay mobile in the open.
Playstyle
  • Fight from behind islands at mid range, where her 9.0 km radar can catch destroyers and cruisers contesting a cap and her turrets
  • A 12.1 km surface detectability, 8th-lowest of 36, lets her pick her moment near cover
  • Avoid: Trading broadsides at long range with battleships and heavy cruisers
Key characteristics
Long torps (10 km)Radar (9 km)High AP DPMWide always-pen zoneLobs over islandsWeak torp belt
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Community Data

Aberdeen Community Stats

Aberdeen has 9 Standard battles from 4 players so far, too few for stable community averages.

Community Data

Aberdeen Community Stats

Log in to GamingDiver and upload your data to see Community Data for Aberdeen: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Aberdeen is a British Tier VIII premium cruiser built around AP volume and information. Her eight 152 mm guns reload in 4.0 s, the fastest of 36 Tier VIII cruisers, for 384,000 AP damage per minute, 3rd at her tier. Those shells bounce less than almost anyone's, tied best for ricochet angles, but they penetrate little: 279 mm up close, 27th at her tier. Radar with three 40 s charges, five short smoke charges and three heals round out the kit. The trade is a 39,200 HP pool, among the smallest at her tier, and a heal that recovers little per use.

Positioning

Fight from behind islands at mid range, where her 9.0 km radar can catch destroyers and cruisers contesting a cap and her turrets, traversing at 38 degrees per second (2nd of 36), switch targets almost instantly. A 12.1 km surface detectability, 8th-lowest of 36, lets her pick her moment near cover. Aim for broadsides and superstructure: with low penetration and slow shells, 6.65 s to reach 10 km, distant belt armour is wasted effort. Her smoke lasts only 15 s on a 70 s reload, so treat it as a quick escape, not a firing position.

Potato Avoidance

Trading broadsides at long range with battleships and heavy cruisers

Her 39,200 HP is 6th-smallest at her tier and her torpedo protection is just 4 percent, so focused fire deletes her quickly. Meanwhile her AP manages only 129 mm of penetration at medium range, 28th at her tier, so that duel costs her far more than it costs them. Stay close to cover and spend her damage on targets her shells can actually hurt.

Signature Traits

Surveillance Radar

9 km range, 40 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY ↗
  • AP DPM machine · 384000 AP
  • Fast reload · 4 s
Long-reach AA ↗

6 km AA reach, best of T8 CAs.

Extra heal charges ↗

3 Repair Party charges, best of T8 CAs. More total HP available across a match.

Weak torp belt ↗

4% torpedo damage reduction, bottom decile of T8 CAs. Torps hit for closer to their printed damage.

Bleeds speed in turns ↗

109.6 hp per metre of turn radius, bottom decile of T8 CAs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

Acquisition

How to get Aberdeen

Aberdeen is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • THE FOGHORN'S BRIDE CAMPAIGN BREAKDOWN Campaign Start: 2026-10-05
    • To successfully complete "The Foghorn's Bride" campaign and unlock British Tier VIII Premium cruiser Aberdeen, you must accumulate 1,975 Renown with an active Admiralty Backing.
  • THROUGH THE SPY GLASS: ABERDEEN Ship feature / release Start: 2026-10-06
    • Aberdeen is a British Tier VIII Premium cruiser you can receive by completing "The Foghorn's Bride" campaign with Admiralty Backing.

Builds

Invest first in survivability, since her 39,200 HP pool and modest heal leave little margin for error. Next, anything that extends or recharges radar and smoke multiplies her best tools, and concealment narrows the gap between her 12.1 km detection and 9.0 km radar. Her 4.0 s reload already delivers top-tier damage per minute, so more reload is worth less than staying alive to keep firing. Check current picks in the Build Tool before committing points.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Aberdeen sits among Tier VIII CAs (35 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestTraverse-to-turn ratio28.96 × (1/36) BestMain battery reload4 s (1/36) BestAP arming threshold12 mm (1 of 3 tied) BestAP ricochet start60° (1 of 8 tied) BestAP auto-bounce angle75° (1 of 3 tied) BestAA range6 km (1 of 7 tied) BestTorpedo reload80 s (1 of 2 tied) BestRepair charges3 (1 of 3 tied) Top 10%AP DPM384,000 (3/35) Top 10%Time to 90% speed10.1 s (4/36) Top 10%Acceleration (0-12 kt)3.5 s (4/36) Top 10%Turn speed retained92.9% (3/36) Top 10%Flak damage per salvo (expected)2,268 (4/36) Top 25%Stealth profile12.12 km / 7.27 km (8/36 / 7/36) Top 25%Smoke fire bloom5.81 km (5/36) Top 25%Turning circle730 m (7/36) Top 25%Main dispersion138.7 m (9/36) Top 25%Displacement14,934 t (6/36) Bottom 25%Hit points39,200 HP (31/36) Bottom 25%Max speed32.5 kt (31/36) Bottom 25%Main battery caliber152 mm (29/36) Bottom 25%Main battery range15.32 km (30/36) Bottom 25%AP velocity768 m/s (28/35) Bottom 25%Max armor114 mm (31/36) Bottom 10%Turn-speed retention109.6 hp/m (35/36) WorstNo secondaries (9 of 36 in cohort) WorstAP fuse timer0.01 s (1 of 3 tied) WorstEngine power80,000 hp (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 17 tied) WorstEnd plates16 mm (1 of 7 tied / 1 of 6 tied)
See 10 mid-pack stats

Not standouts for Aberdeen -- here's where she sits on every other ranked stat in the cohort.

Rudder shift9.6 s(13/36) Sigma2.05(17/36) Power-to-weight5.36 hp/t(26/36) AA DPS539(11/36) AA threat2,178(11/36) Torpedo range9.99 km(9/21) Torpedo damage≈15,667(10/21) Torpedo speed62 kt(13/21) Torpedo reaction time7.8 s(11/21) Citadel belt114 mm(25/36)
Survivability
Hit Points39,200
Displacement14,934 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
187 x 20.22 m
Armor range6–114 mm
Plate armor thicknesses6, 13, 16, 19, 37, 38, 40, 51, 63, 76, 114 mm
Armor material/layer entries50
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Does not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 39,200 HP = 3,528 HP on this ship. 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.25% of max HP per second × 40 s = 10% of the pool = 10% × 39,200 HP = 3,920 HP on this ship. Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.32 hull torpedo-damage coefficient / 0.333 unprotected baseline = 4%. Reduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
4%
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
11,800
Effective HP
ƒBase 39,200 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 5,488 HP per charge, x3 charges = 16,464 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent, and when Repair Party IS pressed it returns ~97% of the per-charge figure above.
55,664
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,800
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
29,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,700
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 152 mm/50 Mk XXVI
Mounts / barrels4 mounts / 8 barrels
Reload time4 s
Firing range15.3 km
Turret traverse38 °/s
Turret armor102 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±140°, 2x ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
35° off bow / 40° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.3 km) shells land in an ellipse about 139 m wide and 83 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Accord, Agano, Albemarle, Algérie, Algérie W and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1531730·8−1.11000+1.1)·30=138.7m
138.7 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.7·0.6=83.2m
83.2 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.7·0.62.05=40.6m
40.6 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.2·0.62.05=24.4m
24.4 m at 15.3 km
Turret turn time
ƒ180 degrees / 38 deg/s traverse speed = 4.7 s.
4.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 4 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 3.6 s all-upgrades reload = 133.3.
Initial: 120 → 133.3
AP shells
AP alpha3,200
AP Velocity768 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2672·58.850.69·0.152−1.07·7681.38=320mm. Matches the in-game spec card.
320 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 325.2 m/s: P=10−7·2672·58.850.69·0.152−1.07·325.21.38=97.8mm.
97.8 mm at 15.3 km
AP full-salvo alpha
ƒ3,200 AP damage x 8 broadside guns = 25,600.
25,600
AP DPM
ƒZero upgrades: 25,600 AP full-salvo alpha x 60 / 4 s base reload = 384,000. All upgrades (Main Battery Mod. 3 = -10% reload): 25,600 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 426,667.
Initial: 384,000 → 426,667
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
12
Torpedoes
ModuleTorpedoes: 533 mm TR Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time80 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=47,000·0.333=15,667.
≈ 15,667
Maximum damage (ammunition)
ƒ47,000 warhead alpha / 3 + 1,100 blast = 16,767. The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
16,767
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.82 per hit, shown as 2.82×100=282%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
282%
Torpedo launcher traverse25 °/s
Launch arcs129° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,667 = 47,001.
47,001
AA Defense
AA mount points24
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
6 km
76.2 mm/70 Mk VI4×2 76mm
20 mm Oerlikon Mk V20×2 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 98 from dual-purpose main battery firing as AA in this range band.
98
Range6 km
Medium aura
Guns76.2 mm/70 Mk VI
Continuous DPS
ƒEffective DPS: 75 raw aura damage × 3.5 × 0.9 hit probability = 236 - the same in-game units as the Close-range AA DPS headline.
236
Range5 km
Total DPS in Aura
ƒFar 98 + Medium 236 = 334
334
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 69 raw aura damage × 3.5 × 0.85 hit probability = 205 - the same in-game units as the Close-range AA DPS headline.
205
Range2 km
Total DPS in Aura
ƒFar 98 + Medium 236 + Near 205 = 539
539
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 280 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
280
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 6 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-6 km
Maneuverability
Engine power80,000 hp
Maximum speed32.5 kt
Turning circle radius730 m
Rudder shift time9.6 s
Engine power-boost threshold30.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.
30.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
10.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
30.2 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·32.5·0.5144730=1.31°/s, so ratio=ωturretωhull=381.31=29.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
29.0× instant
Concealment
Detectability by sea12.12 km
Detectability by air7.27 km
Smoke firing penalty5.81 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.12 km) = 15.32 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
15.32 km
Detect when firing (air)
ƒAir detectability 7.27 km + gun-firing bloom 3.04 km = 10.31 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
10.31 km
Detect when on fire (sea)
ƒSea detectability 12.12 km + 2.0 km while burning = 14.12 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
14.12 km
Detect when on fire (air)
ƒAir detectability 7.27 km + 3.0 km while burning = 10.27 km; matches the in-game 'Detect Fire Air' value on every captured ship.
10.27 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,488 HP (14% of max HP) total heal (per charge)
ƒ0.5% of max HP per second × 28 s effective active time = up to 14% of max HP restored per charge.
· 16,464 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 196 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (39,200 HP) per second = 196 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Surveillance Radar3 charges · 120 s reload · 40 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Smoke Generator5 charges · 70 s reload · 15 s emit / 40 s cloud active · 600 m radius

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2.05
Dispersion typeStandard cruiser
In practice: the baseline curve for a standard cruiser -- at max range (15.3 km) shells land in an ellipse about 139 m wide and 83 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Accord, Agano, Albemarle, Algérie, Algérie W and 203 more.
vs standard cruiserStandard
The standard cruiser dispersion curve.
Max Horiz Disp138.7 m at 15.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1531730·8−1.11000+1.1)·30=138.7m
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp83.2 m at 15.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.7·0.6=83.2m
Shell scatter height @ 5 km26.7 m
How tall the scatter ellipse is at a fixed 5 km, from the same verified model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15317=7658 m, and radiusOnMax=0.6 at 15317 m. Below the kink: k=0.2+(0.5−0.2)·50007658=0.3959, so σV=σH·k=67.5·0.3959=26.7m.
Shell scatter height @ 10 km54.1 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15317=7658 m, and radiusOnMax=0.6 at 15317 m. Above the kink: k=0.5+(0.6−0.5)·10000−765815317−7658=0.5306, so σV=σH·k=102·0.5306=54.1m.
Shell scatter height @ 15 km81.3 m
How tall the scatter ellipse is at a fixed 15 km, from the same verified model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15317=7658 m, and radiusOnMax=0.6 at 15317 m. Above the kink: k=0.5+(0.6−0.5)·15000−765815317−7658=0.5959, so σV=σH·k=136.5·0.5959=81.3m.
Med Horiz Disp40.6 m at 15.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =138.7·0.62.05=40.6m
Med Vert Disp24.4 m at 15.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =83.2·0.62.05=24.4m
AP Pen Close320 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2672·58.850.69·0.152−1.07·7681.38=320mm. Matches the in-game spec card.
AP Pen Far97.8 mm at 15.3 km
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 325.2 m/s: P=10−7·2672·58.850.69·0.152−1.07·325.21.38=97.8mm.
AP flight time @ 10 km6.65 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3475·0.15228·58.85=5.36×10−5. That runs from a 768 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.
Turret turn time4.7 s
180 degrees / 38 deg/s traverse speed = 4.7 s.
AP full-salvo alpha25,600
3,200 AP damage x 8 broadside guns = 25,600.
AP DPMInitial: 384,000 → 426,667
Zero upgrades: 25,600 AP full-salvo alpha x 60 / 4 s base reload = 384,000. All upgrades (Main Battery Mod. 3 = -10% reload): 25,600 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 426,667.
Shells/minInitial: 120 → 133.3
Zero upgrades: 8 broadside guns x 60 / 4 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 3.6 s all-upgrades reload = 133.3.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
1300 m / (62 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed62 kt
Travel time to max range60 s
9990 m / (62 kt × 2.6855) = 60 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
6 tubes / 2 = 3: tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage94,002
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 15,667 = 94,002.
Per-side salvo damage47,001
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,667 = 47,001.

AA defense

AA DPS at max range98
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 3in70 Mk6 4x2 -> 236 DPS @ 5 km; 20mm Oerlikon MK V 20x2 -> 205 DPS @ 2 km; Far AA (?) -> 98 DPS @ 6 km.
Maximum AA range6 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
AA DPS layered by range98 DPS @ 6 km, 334 DPS @ 5 km, 539 DPS @ 2 km
@ 6 km: 98 from one family; @ 5 km: 236 + 98 = 334; @ 2 km: 236 + 205 + 98 = 539. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank539
236 + 205 + 98 = 539 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2178
236 × 5 + 205 × 2 + 98 × 6 = 2178. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km
Open in Charting Tool

Ship Charts

Background

A hypothetical addition to the Town-class cruisers, rearmed with the automatic 6-inch (152 mm) and 3-inch (76 mm) guns intended for the Minotaur-class cruisers project (1947) but instead used to complete the Tiger-class cruisers in the 1950s.

Armor Beta

Hull HP 39,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern16 mm

Overmatched by 141+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel114 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–40 mm)≈ 1,960 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)76 mm primary (range 19–76 mm)≈ 29,400 (~75% of HP)
No common AP caliber overmatches76 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–40 mm)≈ 1,960 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 13–114 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–114 mm)no cap
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Exteriors

Skins & permanent camouflages

Every custom exterior Aberdeen can equip.

  • Aberdeen default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.