World of Warships: Legends ship guide

Agincourt

Also called: 阿金库尔 Beta
U.K. · Tier III · Battleship · Premium
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push to within secondary range (~5 km) so the secondary battery starts contributing damage
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (5 km)High HE / fire outputImproved HE penThick stern plateNo torpedo backup
On this page
Community Data

Agincourt Community Stats

Across 6,600+ Standard battles from 210+ players, Agincourt averages a 70% win rate, 61,500 damage and 1.9 kills per battle, and survives 47% of them.

Community Data

Agincourt Community Stats

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

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Playstyle

Overview

Agincourt is a Tier III British secondary battleship with top-decile secondary reach out to 5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: secondary dispersion in T3 BBs (195 m, 2nd of 18) and heavy secondary DPM in T3 BBs (398,750, 2nd of 18). The trade is no torpedo backup (.).

Positioning

Push to within secondary range (~5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone. Both phases of a turn are slow (13.5 s on the rudder, a 670 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

ELITE SECONDARIES ↗
  • Tighter secondary dispersion · 195 m
  • Extended secondary range · 5 km
  • Heavy secondary DPM · 398750 secondary
  • Burny secondaries · 12%
  • Punchy HE · 2200 max
Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 7/18 T3 BBs.

HE DPM machine ↗

102667 HE DPM, top decile of T3 BBs. Sustained fire pressure.

Thick stern plate ↗

30 mm stern, best of T3 BBs.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Agincourt

Agincourt is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

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

Best listed chance for this ship

Official WG availability sources
  • Autumn Update: In the Shadow of Leaves Free reward Start: 2022-08-25
    • Your assignment is pretty straightforward—log in each day, starting September 12; complete dedicated tasks (any that you miss can be retrieved for small sums of doubloons) for 3 weeks; and get an array of goods.
    • The ultimate prize waiting for you in the end of the week 3 is Royal Navy Premium battleship Agincourt!
  • Halloween Update: Crimson Tale Store / event post Start: 2024-10-10
    • Visit the Store to discover ships that participated in historical battles and operations: Oklahoma, Texas, Agincourt, Kawachi, G-101, Bellerophon, Warspite, Arizona, Giulio Cesare, Viribus Unitis, South Carolina, Aurora, Oleg, and Arkansas.
  • Honoring the Battle of Jutland Store / event post Start: 2025-05-19
    • Aside from the three new ships, several returning ships are making their way back to the Store—some of which also took part in the Battle of Jutland.
    • British battleship Agincourt with a Jutland-themed skin
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Charles Madden

Long-range precision

Faster traverse and reload from Madden, stacked with Cunningham's precision and Di Revel's salvo tempo. Consistently accurate at range.

Franz von Hipper

Secondary brawler

Extended secondary reach lets Agincourt's broadside threaten from further in. Madden keeps the main guns turning and accurate as secondaries farm.

Open in Build Tool →

Commanders frequently paired with this ship Charles MaddenAndrew CunninghamFranz von HipperPaolo di Revel

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 Agincourt sits among Tier III BBs (17 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.

BestSecondary fire chance12% (1 of 2 tied) LongestAP fuse timer0.033 s (1 of 3 tied) BestStern armor30 mm (1/18) Top 10%HE DPM102,667 (2/18) Top 10%Secondary dispersion bracket33 (2/18) Top 10%Secondary DPM (per side)398,750 (2/18) Top 10%Effective HE DPM (incl. fire)150,103 (2/18) Top 25%Fires per minute7.23 (3/18) Top 25%AP DPM189,000 (5/18) Top 25%Secondary HE alpha2,200 (3/17) Top 25%Secondary range5 km (3/18) Top 25%Max armor305 mm (5/18) Bottom 25%Concealment12.65 km (15/18) Bottom 25%Rudder shift13.5 s (15/18) Bottom 25%Turning circle670 m (17/18) Bottom 25%AP pen at 10 km259 mm (15/18) WorstMain battery reload36 s (1 of 2 tied) WorstDisplacement31,860 t (18/18) WorstNo AA (3 of 18 in cohort)
See 18 mid-pack stats

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

Hit points43,500 HP(6/18) Max speed21 kt(12/18) Smoke fire bloom9.36 km(9/18) Air detection9.8 km(9/18) Main battery caliber305 mm(9/18) Main battery range13.7 km(9/18) Sigma1.5(14/18) HE shell damage4,400(7/18) HE fire chance31%(6/18) AP shell damage8,100(13/18) Main dispersion197 m(10/18) Secondary HE pen25 mm(6/17) AP velocity831 m/s(10/18) HE velocity831 m/s(13/18) AP arming threshold51 mm(10/18) Repair charges3(9/18) Citadel belt229 mm(14/18) Bow armor19 mm(9/18)
Survivability
Hit Points43,500
Displacement31,860 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.
204.7 x 27.1 m (published figure)
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 64, 76, 102, 152, 229, 305 mm
Armor material/layer entries84
Fire resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. 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.
10%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 43,500 HP = 7,830 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 43,500 HP = 8,700 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.285 hull torpedo-damage coefficient / 0.333 unprotected baseline = 14%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
14%
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.
21,700
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.
13,000
Effective HP
ƒBase 43,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 43,500 HP = 6,090 HP per charge, × 3 charges = 18,270 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
48,333–61,770
Repairable: penetration50%
Repairable: citadel10%
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 × 1,700 = 3,400), 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.
1,700
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 9,000 = 18,000), 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.
9,000
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 × 32,700 = 65,400), 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.
32,700
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 × 1,100 = 2,200), 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.
1,100
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 × 1,500 = 3,000), 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.
1,500
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
ModuleArtillery: 305 mm/45 Mk XIII
Mounts / barrels7 mounts / 14 barrels
Reload time36 s
Firing range13.7 km
Turret traverse4 °/s
Turret armor305 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.
3x ±148°, ±147°, ±146°, ±144°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 144° (the most restricted forward-facing mount's arc) = 36° 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.
32° off bow / 36° off stern
Shell Grouping (σ)1.5
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (13.7 km) shells land in an ellipse about 197 m wide and 118 m tall. Also on this curve (68): AL New Jersey, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California, Collingwood and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1369730·12−21000+2)·30=197m
197 m at 13.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =197·0.6=118.2m
118.2 m at 13.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =197·0.61.5=78.8m
78.8 m at 13.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =118.2·0.61.5=47.3m
47.3 m at 13.7 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ14 broadside guns x 60 / 36 s base reload = 23.3.
23.3
HE shells
HE alpha4,400
HE Velocity831 m/s
Fire Chance31%
HE fire DPM vs T3 BB47458
Effective HE DPM vs T3 BB150125
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ4,400 HE damage x 14 broadside guns = 61,600.
61,600
HE DPM
ƒ61,600 HE full-salvo alpha x 60 / 36 s base reload = 102,667.
102,667
Fires/min
ƒ23.3 shells/min × 0.31 (31% fire chance) = 7.23.
7.23
AP shells
AP alpha8,100
AP Velocity831 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2187·389.80.69·0.305−1.07·8311.38=510.9mm.
510.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 434.8 m/s: P=10−7·2187·389.80.69·0.305−1.07·434.81.38=209mm.
209 mm at 13.7 km
AP full-salvo alpha
ƒ8,100 AP damage x 14 broadside guns = 113,400.
113,400
AP DPM
ƒ113,400 AP full-salvo alpha x 60 / 36 s base reload = 189,000.
189,000
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.
40
S
Secondary Battery
Mounts30
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 15.8 + 4 = 19.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
19.8
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 20×1 152 mm (10/side) × 60/4.571 s (4.5 s = 32 ticks) × 2200 = 288,750 + 10×1 76 mm (5/side) × 60/3 s × 1100 = 110,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
398,750
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 19.8 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 129,580. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
129,580
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 398,750 + secondary fire DPM 129,580 = 528,330: shell damage plus fire damage against one T3 battleship, every shell hitting.
528,330
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 5 km
ƒ5 km × 33 + 30 = 195 m.
195 m
152 mm/50 Mk XIII (20×1)
Caliber152 mm
Reload time4.5 s
HE alpha2,200
Muzzle Velocity914 m/s
Fire Chance12%
Secondary fires/min (per side)
ƒ20×1 barrels / 2 sides × 60 / 4.571 s (4.5 s = 32 ticks) × 0.12 (12% fire chance) = 15.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
15.8
HE Pen25 mm
Show 1 more gun family
76 mm/50 QF Mk X (10×1)
Caliber76 mm
Reload time3 s
HE alpha1,100
Muzzle Velocity823 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ10×1 barrels / 2 sides × 60 / 3 s × 0.04 (4% fire chance) = 4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4
HE Pen13 mm
Maneuverability
Engine power36,000 hp
Maximum speed21.0 kt
Turning circle radius670 m
Rudder shift time13.5 s
Engine power-boost threshold7.0 kt
Reverse speed
ƒtop speed / 4 + 4.9 = 21 / 4 + 4.9 = 10.2 kt. Base value; speed modifiers scale it.
10.2 kt
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.1 kt
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.9 = +0.1°/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 (+0.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.65 km x 0.955 = 12.08 km. Camouflage does not change detectability by air.
12.65 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.65 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.08 km.
12.08 km
Detectability by air9.8 km
Smoke firing penalty9.36 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.65 km) = 13.7 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.7 km
Detect when firing (air)
ƒAir detectability 9.8 km + gun-firing bloom 6.1 km = 15.9 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
15.9 km
Detect when on fire (sea)
ƒSea detectability 12.65 km + 2.0 km while burning = 14.65 km.
14.65 km
Detect when on fire (air)
ƒAir detectability 9.8 km + 3.0 km while burning = 12.8 km.
12.8 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,090 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 43,500 HP = 6,090 HP: up to 14% of max HP restored per charge.
· 18,270 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 43,500 HP = 18,270 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 218 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 43,500 HP = 218 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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.
Shell scatter width @ 10 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 height @ 5 km46.1 m
How tall the scatter ellipse is at a fixed 5 km, from the same 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=0.5·13697=6848 m, and radiusOnMax=0.6 at 13697 m. Below the kink: k=0.2+(0.5−0.2)·50006848=0.419, so σV=σH·k=110·0.419=46.1m.
Shell scatter height @ 10 km87.4 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=0.5·13697=6848 m, and radiusOnMax=0.6 at 13697 m. Above the kink: k=0.5+(0.6−0.5)·10000−684813697−6848=0.546, so σV=σH·k=160·0.546=87.4m.
AP pen 5 km361 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 =10−7·2187·389.80.69·0.305−1.07·646.51.38=361mm, where 646.5 m/s is the shell's speed when it arrives at 5 km (from 831 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km259 mm
AP penetration at a fixed 10 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 =10−7·2187·389.80.69·0.305−1.07·508.31.38=259mm, where 508.3 m/s is the shell's speed when it arrives at 10 km (from 831 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.67 s
How long an HE 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·0.4391·0.30528·386=4.16×10−5. That runs from a 831 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.65 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·0.4391·0.30528·389.8=4.12×10−5. That runs from a 831 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)14
7 mounts × 2 barrels = 14; all 14 bear on the broadside.

Model inputs

Krupp (AP)2,187
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 mass389.8 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 coefficient0.4391
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity831 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity831 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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.
taperDist3,500 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.

Secondary battery firepower

Max HE alpha2200
max(2200 (152 mm), 2200 (152 mm), 1100 (76 mm)) = 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
max(12% (152 mm), 12% (152 mm), 4% (76 mm)) = 12%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 mm
max(25 mm (152 mm), 25 mm (152 mm), 13 mm (76 mm)) = 25 mm. Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 25 mm from the 152 mm family.
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Ship Charts

Background

A one-of-a-kind dreadnought battleship built to order for Brazil, but later repurchased by the government of the Ottoman Empire. She was distinctive for having as many as seven turrets. With the outbreak of World War I, Agincourt was requisitioned by Britain and served in the Royal Navy.

Armor Beta

Hull HP 43,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–229 mm)1,700 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 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)19 mm primary (range 19–229 mm)32,700 (75% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–229 mm)1,500 (3% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 13–229 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.
Superstructure13 mm1,100 (3% 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 HP21,700 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.
Secondary mount (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
Rudder (module)separate HP pool, does not drain ship HP13,000 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 Agincourt can equip.

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.