World of Warships: Legends ship guide

Acasta

Also called: 阿卡斯塔 Beta
Smoke destroyerUse the smoke cycle to fight on your terms; shoot from cover, reset when spotted.
Playstyle
  • Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
  • The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
  • Avoid: Rotating mid-smoke
Key characteristics
Heavy torpedoesLobs over islandsSmokeQuick accelerationHigh-arc HE shellsSlow torp reload
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Community Data

Acasta Community Stats

Across 6,000+ Standard battles from 300+ players, Acasta averages a 56% win rate, 25,900 damage and 1.0 kills per battle, and survives 36% of them.

Community Data

Acasta Community Stats

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

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Playstyle

Overview

Acasta is a Tier IV British smoke destroyer with 6 smoke charges on a short cooldown: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes. Standout traits: torpedo alpha in T4 DDs (14,633, 2nd of 21) and big torpedo salvo in T4 DDs (8, 3rd of 21). The trade is worst torpedo reload in T4 DDs (106 s, 21st of 21).

Positioning

Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.1 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.9 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 3.7 km) reads straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. Once the rudder is over she turns tightly for her cohort (540 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Rotating mid-smoke

The smoke is a static firing position; if you leave it before the cycle ends, you give up the trade you set up and the next contest opens without a smoke to fall back on.

Signature Traits

ELITE TORPEDOES ↗
  • Heavy torpedoes · 14633 damage
  • Big torpedo salvo · 8 tubes
  • Module-wrecking torpedoes · 1100 torpedo
ELITE SMOKE ↗
  • Extra smoke charges · 6 Smoke
  • Fast smoke cycle · 60 s
Quick acceleration ↗

~2 s from a stop to 12 kt, top decile of T4 DDs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

LOBBING BATTERY ↗
  • High-arc HE shells · 22.35°
  • High-arc howitzer
Slow torp reload ↗

106 s torpedo reload, worst of T4 DDs. Long wait between drops.

Acquisition

How to get Acasta

Acasta is available in the Dueling Destroyers branch of the U.K. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

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

Show U.K. tech-tree branch diagram

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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 Acasta sits among Tier IV DDs (20 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.

BestTime to 90% speed6.2 s (1/21) BestAcceleration (0-12 kt)2 s (1/21) Top 10%Turn speed retained92.9% (2/21) Top 10%Torpedo damage≈14,633 (2/21) Top 25%Turning circle540 m (4/21) Top 25%Main battery reload5 s (6/21) Top 25%Fires per minute3.84 (4/21) Top 25%AP arming threshold20 mm (5/19) Top 25%Displacement1,747 t (6/21) Bottom 25%Hit points11,200 HP (17/21) Bottom 25%Max speed35 kt (17/21) Bottom 25%HE shell damage1,700 (17/21) Bottom 25%Engine power34,000 hp (17/21) Bottom 25%AA range2.5 km (17/21) WorstTorpedo reload106 s (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied)
See 23 mid-pack stats

Not standouts for Acasta -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Concealment5.98 km(10/21) Smoke fire bloom2.15 km(9/21) Air detection2.99 km(11/21) Rudder shift2.9 s(10/21) Main battery caliber120 mm(16/21) Main battery range9.94 km(11/21) HE fire chance8%(11/21) HE DPM81,600(8/21) AP shell damage2,100(13/19) AP DPM100,800(8/19) Main dispersion89.5 m(11/21) AP velocity808 m/s(11/19) HE velocity808 m/s(13/21) Power / turn radius63 hp/m(15/21) Power-to-weight19.46 hp/t(13/21) Effective HE DPM (incl. fire)109,385(7/21) AA DPS48(12/21) AA threat103(12/21) Torpedo range6 km(15/21) Torpedo speed59 kt(15/21) Torpedo reaction time7.6 s(11/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)
Survivability
Hit PointsInitial: 9,500 → 11,200
Displacement1,747 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
98.5 x 10.2 m (published figure)
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries24
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 13.3% → 16.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 11,200 HP = 1,008 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 11,200 HP = 1,120 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
5,600
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.
3,400
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,600
Casemate 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
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,400 = 16,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
8,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,200 = 2,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,200
Main Battery
ModuleArtillery: 120 mm/45 QF Mk IX
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)9 km
Firing range (top fire control)9.9 km
Turret traverse10 °/s
Turret armor6 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 ±150°, ±125°, ±147°
Guns to bear
ƒ180° − 125° (the most restricted aft-facing mount's arc) = 55° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
55° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.9 km) shells land in an ellipse about 90 m wide and 54 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Almirante Barroso, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(9935.230·8−0.51000+0.5)·30=89.5m
89.5 m at 9.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.5·0.6=53.7m
53.7 m at 9.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =89.5·0.62=26.9m
26.9 m at 9.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =53.7·0.62=16.1m
16.1 m at 9.9 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE alpha1,700
HE Velocity808 m/s
Fire Chance8%
HE fire DPM vs T4 BB27785
Effective HE DPM vs T4 BB109385
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 5 s base reload = 81,600.
81,600
Fires/min
ƒ48 shells/min × 0.08 (8% fire chance) = 3.84.
3.84
AP shells
AP alpha2,100
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2396·22.680.69·0.12−1.07·8081.38=205.3mm.
205.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.9 km), where the shell has slowed to 269.5 m/s: P=10−7·2396·22.680.69·0.12−1.07·269.51.38=45.1mm.
45.1 mm at 9.9 km
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 5 s base reload = 100,800.
100,800
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.
8
Torpedoes
ModuleTorpedoes: 533 mm Mk VII
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 95 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 106×0.85=90.1 s.
Initial: 95 s → 106 s
Projectile speed59.0 kt
Range6 km
Maximum simulated damage
ƒInitial: 33,200 × 0.333 = 11,067 → 43,900 × 0.333 = 14,633 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most targets only intersect one hull section, so a hit transfers about 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=43,900·0.333=14,633. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
Initial: ≈ 11,067 → ≈ 14,633
Maximum damage (ammunition)
ƒ43,900 warhead alpha / 3 + 1,100 blast = 15,733. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
15,733
Torpedo module damage
ƒPer-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.
1,100
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km59 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.62 per hit, shown as 2.62×100=262%. 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.
262%
Torpedo launcher traverse25 °/s
Launch arcscentreline 220°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
117,064
AA Defense
AA mount pointsInitial: 2 → 4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
2.5 km
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount2×1 40mm
12.7 mm Mk III (upgraded hull only)2×4 13mm
Medium aura
Guns40 mm/39 Vickers QF Mk.II on a Mk.II HA mount
Continuous DPS
ƒInitial: 7 × 3.5 × 1 = 24 → 10 × 3.5 × 1 = 35. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 24 → 35
Range2.5 km
Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.
13
Range1.2 km
Total DPS in Aura
ƒMedium 35 + Near 13 = 48
48
Maneuverability
Engine power34,000 hp
Maximum speed35.0 kt
Turning circle radius540 m
Rudder shift timeInitial: 4.1 s → 2.9 s
Engine power-boost threshold32.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
14.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
6.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
15.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 9.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 9.0 = +1.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.98 km x 0.955 = 5.71 km. Camouflage does not change detectability by air.
5.98 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.98 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.71 km.
5.71 km
Detectability by air2.99 km
Smoke firing penalty2.15 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.98 km) = 9.94 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
9.94 km
Detect when firing (air)
ƒAir detectability 2.99 km + gun-firing bloom 2.4 km = 5.39 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
5.39 km
Detect when on fire (sea)
ƒSea detectability 5.98 km + 2.0 km while burning = 7.98 km.
7.98 km
Detect when on fire (air)
ƒAir detectability 2.99 km + 3.0 km while burning = 5.99 km.
5.99 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points9,500 → 11,200
  • Rudder shift4.1 → 2.9 s
  • AA mounts2 → 4
  • Close-range AA DPS7 → 14
Fire controlUpgrade
  • Main battery range9,032 → 9935.2 m
TorpedoesTrade-off
  • Reload95 → 106 s
  • Alpha damage33,200 → 43,900
  • Display damage11,067 → 14,633

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
AP pen 5 km90 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2396·22.680.69·0.12−1.07·445.31.38=90mm, where 445.3 m/s is the shell's speed when it arrives at 5 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)2,396
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass22.68 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3927
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity808 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity808 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.6 s
1200 m / (59.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed59.0 kt
Travel time to max range37.9 s
6000 m / (59.0 kt × 2.6855) = 37.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage117,064
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range35
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 2x1 -> 35 DPS @ 2.5 km; 12mm62 HI 2x4 -> 13 DPS @ 1.2 km.
AA DPS layered by range35 DPS @ 2.5 km, 48 DPS @ 1.2 km
@ 2.5 km: 35 from one family; @ 1.2 km: 35 + 13 = 48. 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-blank48
35 + 13 = 48 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index103
35 × 2.5 + 13 × 1.2 = 103. 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 range1.2 km
Open in Charting Tool

Ship Charts

Background

A representative of the first series (A-class) of the so-called "standard" destroyers of the British Navy that had very similar characteristics and arrangement. She was bigger in size, in comparison with ships of the previous classes, and had quadruple torpedo tubes .

Armor Beta

Hull HP 9,500 → 11,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,600 (14% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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.
Stern10 mm1,200 (11% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm≈ 165,500 (effectively 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.
Superstructure10 mm600 (5% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP5,600 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP3,400 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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 Acasta can equip.

  • Acasta default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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