World of Warships: Legends ship guide

AL Cheshire

Beta
U.K. · Tier VI · Cruiser · Cheshire Variant
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Use cover and angled positions to land heavy salvos while limiting citadel exposure
  • Avoid: Do not broadside just because citadel damage is mitigated
Community Data

AL Cheshire Community Stats

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Playstyle

Overview

AL Cheshire is a British heavy cruiser concept supported by official guidance around reducing citadel damage and improving cruiser reload. Play her as a chunky utility cruiser that trades carefully.

Positioning

Use cover and angled positions to land heavy salvos while limiting citadel exposure.

Potato Avoidance

Broadside just because citadel damage is mitigated

Cheshire still needs careful cruiser positioning.

Acquisition

How to get AL Cheshire

AL Cheshire 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.

Best listed chance for this ship

  • Azur Lane V Crate 3% Azur Lane Premium Ship Collaboration containers · Azur Lane V Crate · 1 of 2 ships
  • Azur Lane Crate: Ultimate II 0.666667% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate II · 1 of 9 ships
  • Azur Lane Crate: Ultimate III 0.5% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate III · 1 of 12 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for reload, survivability, citadel protection, concealment, and utility pressure.

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Most stats below come from the base ship, Cheshire. Rows where this variant differs are marked with a badge; hover the badge to see the base value.

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

Sonar 4.67 kmRepair 2Def-AA
Survivability
Hit Points42,500
Displacement17,450 t
Armor range16–152 mm
Plate armor thicknesses16, 19, 25, 27, 30, 38, 51, 70, 76, 102, 152 mm
Armor material/layer entries36
Fire resistance30%
Fire duration30 s
Torp Reduction19%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
21,300
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.
12,800
Main Battery
ModuleArtillery: 234 mm/50 Mk XII
Mounts / barrels3 mounts / 6 barrels
Reload time
patched
  1. baseline14.5
    In-game data
  2. 2021-01-2816
    Update: February 2021 Main battery reload time reduced from 17 to 16 seconds.
16 s
Firing range14.9 km
Turret traverse6.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14889/30·(8−1.1)/1000 + 1.1)·30 = 135.7 m
135.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 135.7 × 0.6 = 81.4 m
81.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 135.7 × 0.32 (σ=2) = 43.4 m
43.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 81.4 × 0.319 (σ=2) = 26 m
26 m
Turret turn time
ƒ180 degrees / 6.5 deg/s traverse speed = 27.7 s.
27.7 s
Base shells/min
ƒ6 broadside guns x 60 / 16 s base reload = 22.5.
22.5
HE shells
HE Damage3,500 Δ
HE Velocity841 m/s
Fire Chance24%
HE penetration
ƒ59 mm ≈ 234 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
59 mm
HE full-salvo alpha
ƒ3,850 HE damage x 6 broadside guns = 23,100.
23,100
Base HE DPM
ƒ23,100 HE full-salvo alpha x 60 / 16 s base reload = 86,625.
86,625
Base fires/min
ƒ6 HE shells x 60 / 16 s reload x 24% fire chance = 5.4.
5.4
AP shells
AP Damage5,900 Δ
AP Velocity841 m/s
Min Ricochet45 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold39 mm
AP overmatch
ƒfloor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
16 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2508 × 185.3^0.69 × 0.234^-1.07 × 841^1.38 = 473.5 mm. Matches the in-game spec card.
473.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 374.1 m/s: 1e-7 × 2508 × 185.3^0.69 × 0.234^-1.07 × 374.1^1.38 = 154.8 mm.
154.8 mm
AP full-salvo alpha
ƒ5,750 AP damage x 6 broadside guns = 34,500.
34,500
Base AP DPM
ƒ34,500 AP full-salvo alpha x 60 / 16 s base reload = 129,375.
129,375
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.
35
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed61 kt
Range8.01 km
Maximum simulated damage14,333 (est.)
Alpha damage43,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming188 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
57,332
AA Defense
AA mount points30
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (119×3.5×0.9) + (69×3.5×0.85) + (47×3.5×0.9) = 728. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
728
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm STAAG10×2 40mm
20 mm Oerlikon Mk V20×2 20mm
114 mm/45 RP 41 Mk VI (DP)8×2 114mm
Far aura
DPS
ƒIncludes 47 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
47
Range5 km
Medium aura
DPS119
Range3.5 km
Total DPS in Aura
ƒFar 47 + Medium 119 = 166
166
Near aura
DPS69
Range2 km
Total DPS in Aura
ƒFar 47 + Medium 119 + Near 69 = 235
235
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Caliber114 mm
Reload time3 s
HE Damage1,600
Muzzle Velocity746 m/s
Fire Chance7%
Armor Pen19 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed34 kt
Turning circle radius720 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.7× drags
Concealment
Detectability by sea11.62 km
Detectability by air6.97 km
Smoke firing penalty7.17 km
Detect after firing main guns11.62 km
Detect Fire Sea13.62 km
Detect Fire Air9.97 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 9.3 s active · 1.5% heal per second · 14% of max HP total heal

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp135.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14889/30·(8−1.1)/1000 + 1.1)·30 = 135.7 m
Max Vert Disp81.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 135.7 × 0.6 = 81.4 m
Med Horiz Disp43.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 135.7 × 0.32 (σ=2) = 43.4 m
Med Vert Disp26 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 81.4 × 0.319 (σ=2) = 26 m
AP Pen Close473.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2508 × 185.3^0.69 × 0.234^-1.07 × 841^1.38 = 473.5 mm. Matches the in-game spec card.
AP Pen Far154.8 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 374.1 m/s: 1e-7 × 2508 × 185.3^0.69 × 0.234^-1.07 × 374.1^1.38 = 154.8 mm.
HE penetration59 mm
59 mm ≈ 234 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
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) - 0.252 in this case. Lets HE pen ~58mm armor instead of ~39mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch16 mm
floor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius35
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.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time27.7 s
180 degrees / 6.5 deg/s traverse speed = 27.7 s.
HE full-salvo alpha23,100
3,850 HE damage x 6 broadside guns = 23,100.
AP full-salvo alpha34,500
5,750 AP damage x 6 broadside guns = 34,500.
Base HE DPM86,625
23,100 HE full-salvo alpha x 60 / 16 s base reload = 86,625.
Base AP DPM129,375
34,500 AP full-salvo alpha x 60 / 16 s base reload = 129,375.
Base shells/min22.5
6 broadside guns x 60 / 16 s base reload = 22.5.
Base fires/min5.4
6 HE shells x 60 / 16 s reload x 24% fire chance = 5.4.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage114,664
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage57,332
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS728
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (119×3.5×0.9) + (69×3.5×0.85) + (47×3.5×0.9) = 728. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2463
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)256,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 114 mm (8/side) × 60/3 × 1600 = 256,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1600
Maximum HE damage per shell across secondary HE families. Best on this ship: 1600 from the 114 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 114 mm family.
Max HE pen19 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: 19 mm from the 114 mm family.
Exteriors

Skins & permanent camouflages

Every custom exterior AL Cheshire can equip, from in-game data.

  • AL Cheshire 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.