World of Warships: Legends ship guide

AL Tallinn

Also called: AL 塔林 · AL Таллин Beta
U.S.S.R. · Tier VI · CA Cruiser · Premium · Tallinn Variant
Radar support cruiserSurveillance Radar sets cap fights; the guns farm on top.
Playstyle
  • Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy AP pen15.4 km gun rangeRadar (9 km)Reload BoosterDefensive AAEasily spotted
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Community Data

AL Tallinn Community Stats

Across 960+ Standard battles from 110+ players, AL Tallinn averages a 62% win rate, 50,100 damage and 0.9 kills per battle, and survives 36% of them.

Community Data

AL Tallinn Community Stats

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Playstyle

Overview

AL Tallinn is a Tier VI Soviet light cruiser whose signature kit is Surveillance Radar (9 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: best deep effective HP in T6 CAs (74,580, 1st of 14) and close-range AP pen in T6 CAs (501.7 mm, 3rd of 43). The trade is surface detection in T6 CAs (13.4 km, 41st of 44).

Positioning

Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts. Radar reaches 9 km, so the drop only pays once you are near enough to use it: push it when the destroyer fight is yours, not to fish for a lone kill, or the next push has no answer to smoke or vision. Both phases of a turn are slow (10.9 s on the rudder, a 900 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision. Yours reaches 9 km for 15 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

9 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.

Deep effective HP ↗

74580 effective HP once Repair Party is counted, best of T6 CAs. Absorbs more total punishment than the raw HP pool suggests.

ELITE MAIN BATTERY ↗
  • Close-range AP brick · 501.7 mm
  • Long-range AP brick · 254.01 mm
  • Long gun range · 15.4 km
  • Fast AP shells · 4.77 s
Extra heal charges ↗

8 Repair Party charges, best of T6 CAs. More total HP available across a match.

Easily spotted ↗

13.4 km surface detect, bottom decile of T6 CAs. Visible before you can react; position early.

Slow reload ↗

16.5 s reload, bottom decile of T6 CAs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get AL Tallinn

AL Tallinn 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

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.

Open in Build Tool →

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Cohort position

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Where AL Tallinn sits among Tier VI CAs (43 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.

BestRepair charges8 (1/14) Top 10%Main battery range15.35 km (5/44) Top 10%Engine power132,000 hp (3/44) Top 10%AP pen at 10 km325 mm (3/43) Top 10%AA threat1,588 (5/44) Top 10%Flak damage per salvo (expected)1,620 (5/43) Top 10%Torpedo speed70 kt (3/34) Top 10%End plates25 mm (5/44 / 7/44) Top 25%Secondary DPM (per side)126,000 (8/39) Top 25%AP velocity920 m/s (7/43) Top 25%HE velocity920 m/s (7/37) Top 25%AP ricochet start50° (9/43) Top 25%AP auto-bounce angle65° (9/43) Top 25%AA DPS396 (9/44) Top 25%Torpedo reaction time7.4 s (9/34) Top 25%Max armor150 mm (9/44) Bottom 25%Smoke fire bloom7.32 km (37/44) Bottom 25%HE DPM108,621 (32/37) Bottom 25%Main dispersion138.9 m (39/44) Bottom 25%Time to 90% speed25.4 s (35/44) Bottom 25%Effective HE DPM (incl. fire)144,366 (32/37) Bottom 25%Citadel belt80 mm (37/44) Bottom 10%Stealth profile13.39 km / 8.03 km (41/44 / 41/44) Bottom 10%Rudder shift10.9 s (41/44) Bottom 10%Main battery reload16.5 s (41/44) Bottom 10%Fires per minute4.78 (35/37) Bottom 10%Displacement18,981 t (43/44) WorstTurning circle900 m (1 of 3 tied) WorstTorpedo range4.02 km (1 of 4 tied) WorstTorpedo reload131 s (1 of 2 tied)
See 22 mid-pack stats

Not standouts for AL Tallinn -- 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.

Hit points33,000 HP(27/44) Max speed33 kt(19/44) Main battery caliber180 mm(23/44) Sigma2(24/44) HE shell damage2,500(21/37) HE fire chance11%(23/37) AP shell damage4,400(23/43) AP DPM191,172(31/43) Secondary HE alpha1,400(30/39) Secondary fire chance6%(23/39) Secondary HE pen17 mm(29/39) Acceleration (0-12 kt)9.1 s(33/44) AP fuse timer0.022 s(33/43) AP arming threshold30 mm(21/43) Power / turn radius146.7 hp/m(23/44) Power-to-weight6.95 hp/t(29/44) AA range5 km(15/44) Torpedo damage≈14,000(24/34) Repair heal rate0.9 %/s(7/14) NormSecondary dispersion bracket57(38 of 39 tied at this value) NormTurn speed retained81%(39 of 44 tied at this value) NormSecondary range4.5 km(26 of 39 tied at this value)
Survivability
Hit Points33,000
Displacement18,981 t
Armor range13–150 mm
Plate armor thicknesses13, 20, 25, 27, 30, 40, 70, 80, 150 mm
Armor material/layer entries59
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
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 × 33,000 HP = 2,970 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 × 33,000 HP = 3,300 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.31 hull torpedo-damage coefficient / 0.333 unprotected baseline = 7%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
7%
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.
18,000
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.
10,800
Effective HP
ƒBase 33,000 HP plus everything Repair Party can restore: 0.009 of max HP per second (0.9%) × 20 s × 33,000 HP = 5,940 HP per charge, × 7 charges = 41,580 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. Repair Party is one choice in its slot on this ship, so this applies only if you take it. Counts 7 of this ship's 8 charges: cycling all 8 needs 15.5 min AFTER the first heal, and since you must be damaged before you can repair, the rest cannot be spent in any battle.
36,667–74,580
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 × 900 = 1,800), 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.
900
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 × 6,700 = 13,400), 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.
6,700
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 × 29,000 = 58,000), 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.
29,000
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 × 2,200 = 4,400), 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 ×. 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.
2,200
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 × 1,000 = 2,000), 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.
1,000
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: 180 mm/57 MK-3-180
Mounts / barrels4 mounts / 12 barrels
Reload time16.5 s
Firing range15.4 km
Turret traverse8 °/s
Turret armor70 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 ±143°, 2x ±147°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 143° (the most restricted forward-facing mount's arc) = 37° 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.
37° off bow / 37° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.4 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 Zara, Aberdeen, Accord, Agano, Albemarle, Algérie, Algérie W and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15350.530·8−1.11000+1.1)·30=138.9m
138.9 m at 15.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.9·0.6=83.4m
83.4 m at 15.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.9·0.62=41.7m
41.7 m at 15.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.4·0.62=25m
25 m at 15.4 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ12 broadside guns x 60 / 16.571 s (16.5 s = 116 ticks) base reload = 43.4.
43.4
HE shells
HE alpha2,500
HE Velocity920 m/s
Fire Chance11%
HE fire DPM vs T6 BB35740
Effective HE DPM vs T6 BB144361
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,500 HE damage x 12 broadside guns = 30,000.
30,000
HE DPM
ƒ30,000 HE full-salvo alpha x 60 / 16.571 s (16.5 s = 116 ticks) base reload = 108,621.
108,621
Fires/min
ƒ43.4 shells/min × 0.11 (11% fire chance) = 4.78.
4.78
AP shells
AP alpha4,400
AP Velocity920 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold30 mm
AP pen max range254 mm
AP overmatch
ƒfloor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
12 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2670·114.660.69·0.18−1.07·9201.38=542.5mm.
542.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.4 km), where the shell has slowed to 530.8 m/s: P=10−7·2670·114.660.69·0.18−1.07·530.81.38=254mm.
254 mm at 15.4 km
AP full-salvo alpha
ƒ4,400 AP damage x 12 broadside guns = 52,800.
52,800
AP DPM
ƒ52,800 AP full-salvo alpha x 60 / 16.571 s (16.5 s = 116 ticks) base reload = 191,172.
191,172
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.
25
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time131 s
Projectile speed70.0 kt
Range4.02 km
Maximum simulated damage
ƒMost 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=42,000·0.333=14,000. 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.
≈ 14,000
Maximum damage (ammunition)
ƒ42,000 warhead alpha / 3 + 1,100 blast = 15,100. 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.
15,100
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 detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km70 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.5 per hit, shown as 2.5×100=250%. 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.
250%
Torpedo launcher traverse25 °/s
Launch arcswing 142° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming218 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 14,000 = 70,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
70,000
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
45 mm SM-20-ZIF8×4 45mm
100 mm/70 SM-5-1s (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 100mm
Far aura
Guns100 mm/70 SM-5-1s (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 135 from dual-purpose secondaries firing as AA in this range band.
135
Range5 km
Medium aura
Guns45 mm SM-20-ZIF
Continuous DPS
ƒEffective DPS: 83 raw aura damage × 3.5 × 0.9 hit probability = 261 - the same in-game units as the Close-range AA DPS headline.
261
Range3.5 km
Total DPS in Aura
ƒFar 135 + Medium 261 = 396
396
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 × 200 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.
200
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.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary 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 5 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.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
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: 6×2 100 mm (6/side) × 60/4 s × 1400 = 126,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
126,000
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 5.4 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 40,382. 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.
40,382
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 126,000 + secondary fire DPM 40,382 = 166,382: shell damage plus fire damage against one T6 battleship, every shell hitting.
166,382
100 mm/70 SM-5-1s (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 100mm
Caliber100 mm
Reload time4 s
HE alpha1,400
Muzzle Velocity1000 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 4 s × 0.06 (6% fire chance) = 5.4. 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.
5.4
HE Pen17 mm
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 power132,000 hp
Maximum speed33.0 kt
Turning circle radius900 m
Rudder shift time10.9 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 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.
28.9 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 (29.7 kt of 33.0 kt).
25.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
40.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 4.6 = +3.4°/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 (+3.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.39 km x 0.955 = 12.79 km. Camouflage does not change detectability by air.
13.39 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.39 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.79 km.
12.79 km
Detectability by air8.03 km
Smoke firing penalty7.32 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.39 km) = 15.35 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.35 km
Detect when firing (air)
ƒAir detectability 8.03 km + gun-firing bloom 3.6 km = 11.63 km. The bloom tracks main-battery caliber 180 mm × 0.020 = 3.6 km.
11.63 km
Detect when on fire (sea)
ƒSea detectability 13.39 km + 2.0 km while burning = 15.39 km.
15.39 km
Detect when on fire (air)
ƒAir detectability 8.03 km + 3.0 km while burning = 11.03 km.
11.03 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 · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 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.
Choose one
Repair Party8 charges · 110 s reload · 20 s active · 5,940 HP (18% of max HP) total heal (per charge)
ƒ0.009 of max HP per second (0.9%) × 20 s effective active time = 0.18 of max HP × 33,000 HP = 5,940 HP: up to 18% of max HP restored per charge.
· 47,520 HP (144% of max HP) total heal (all charges)
ƒ0.18 of max HP per charge × 8 charges = 1.44 × 33,000 HP = 47,520 HP: up to 144% of max HP if the whole Repair Party loadout is used.
· 297 HP/s (0.9% of max HP) heal per second
ƒ0.009 (0.9% of max HP) × 33,000 HP = 297 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Surveillance Radar2 charges · 180 s reload · 15 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
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost

Under the hood

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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 cruiserStandard
The standard cruiser dispersion curve.
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 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 dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.7 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=0.5·15350.5=7675 m, and radiusOnMax=0.6 at 15350.5 m. Below the kink: k=0.2+(0.5−0.2)·50007675=0.3954, so σV=σH·k=67.5·0.3954=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=0.5·15350.5=7675 m, and radiusOnMax=0.6 at 15350.5 m. Above the kink: k=0.5+(0.6−0.5)·10000−767515350.5−7675=0.5303, so σV=σH·k=102·0.5303=54.1m.
Shell scatter height @ 15 km81.3 m
How tall the scatter ellipse is at a fixed 15 km, from the same 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=0.5·15350.5=7675 m, and radiusOnMax=0.6 at 15350.5 m. Above the kink: k=0.5+(0.6−0.5)·15000−767515350.5−7675=0.5954, so σV=σH·k=136.5·0.5954=81.3m.
AP pen 5 km418 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 =10−7·2670·114.660.69·0.18−1.07·7621.38=418mm, where 762 m/s is the shell's speed when it arrives at 5 km (from 920 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 km325 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 =10−7·2670·114.660.69·0.18−1.07·634.91.38=325mm, where 634.9 m/s is the shell's speed when it arrives at 10 km (from 920 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 15 km258 mm
AP penetration at a fixed 15 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 =10−7·2670·114.660.69·0.18−1.07·5371.38=258mm, where 537 m/s is the shell's speed when it arrives at 15 km (from 920 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km4.77 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·0.2778·0.1828·114.66=3.08×10−5. That runs from a 920 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.
HE flight time @ 10 km4.77 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·0.2654·0.1828·109.2=3.09×10−5. That runs from a 920 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.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,670
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 mass114.66 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 coefficient0.2778
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity920 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity920 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.
minRadius1.1
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 time7.4 s
1400 m / (70.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed70.0 kt
Travel time to max range21.4 s
4020 m / (70.0 kt × 2.6855) = 21.4 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count10
2 launchers × 5 tubes.
Per-side salvo5 torpedoes
10 wing tubes / 2 = 5: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage140,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 14,000 = 140,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range135
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 45mm SM 20 Zif 8x4 -> 261 DPS @ 3.5 km; 100mm 70 SM 5 1S 6x2 -> 135 DPS @ 5 km.
AA DPS layered by range135 DPS @ 5 km, 396 DPS @ 3.5 km
@ 5 km: 135 from one family; @ 3.5 km: 261 + 135 = 396. 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-blank396
261 + 135 = 396 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1588
261 × 3.5 + 135 × 5 = 1588. 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.

Secondary battery firepower

Max HE alpha1400
The only family (100 mm): 1400. Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
The only family (100 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
The only family (100 mm): 17 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: 17 mm from the 100 mm family.
Open in Charting Tool

Ship Charts

Background

A project for finishing construction of the Admiral Hipper-class cruiser purchased from Germany (Project 83), that was suggested in the late 1940s. The project made provisions for reequipping the ship with Soviet-made artillery, including 180 mm main battery guns.

Armor Beta

Hull HP 33,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern25 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel80 mm

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

Farming13 mm

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

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 20–40 mm)≈ 1,650 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)80 mm primary (range 25–80 mm)≈ 24,750 (~75% of HP)
No common AP caliber overmatches80 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–70 mm)≈ 1,650 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 20–80 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.
Superstructure13 mm primary (range 13–150 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 AL Tallinn can equip.

  • AL Tallinn 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.