World of Warships: Legends ship guide

Albany

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
2 sigma accuracySluggish rudder
Community Data

Albany Community Stats

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Playstyle

Overview

Albany is a Tier I American cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages. Notable: best bow armor in T1 CAs (32 mm) and top-decile AP overmatch threshold in T1 CAs (10.6 mm).

Positioning

Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.

Potato Avoidance

Sailing in a straight line

Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.

Signature Traits

Thick bow plate

32.0 mm bow, best of T1 CAs. Harder for same-tier guns to overmatch.

Big-caliber overmatch

10.6 mm overmatch threshold, top decile of T1 CAs. Punishes bow-tanking ships peers can't crack.

Tight dispersion

80.0 m max horizontal dispersion, top decile of T1 CAs. Accurate at range.

Fast HE shells

9.24 s HE flight time to max range, top decile of T1 CAs. Harder to dodge.

Sluggish rudder

9.2 s rudder shift, bottom decile of T1 CAs. Hard to dodge incoming AP; lean on island cover.

Short gun range

9.54 km main battery reach, bottom decile of T1 CAs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Albany

Albany is available in the Early U.S. Cruisers branch of the U.S. Tech Tree as an early line ship.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Albany sits in the Early U.S. Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.

The early U.S. cruisers focus on providing a powerful broadside from their rapid-firing guns, and they are your starting point to the U.S. Tech Trees. From Tier III, you gain access to a useful self-defense tool: Sonar.
Advantages
High rate of fire, Sonar consumable starting at Tier III
Disadvantages
Limited main battery firing angles, Low-velocity shells

Builds Beta

Norman Scott is the clean American cruiser baseline, with Thomas Kinkaid or AL Baltimore-style options depending on account roster. Inspirations can focus on gun accuracy, reload, or survivability.

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Commanders frequently paired with this ship AL BaltimoreNorman Scott

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Cohort position

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Where Albany sits among Tier I CAs (13 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.

BestMain dispersion80 m (1/13) BestBow armor32 mm (1/13) Top 25%Main battery caliber152 mm (4/13) Top 25%HE velocity853 m/s (3/12) Top 25%Acceleration7 s (4/13) Top 25%Stern armor25 mm (3/13) Bottom 25%Hit points11,500 HP (12/13) Bottom 25%Max speed20 kt (11/13) Bottom 25%Rudder shift9.2 s (12/13) Bottom 25%Engine power7,500 hp (11/13) Bottom 25%Turn-speed retention21.4 hp/m (11/13) WorstMain battery range9.54 km (13/13) WorstPower-to-weight1.88 hp/t (13/13)
See 13 mid-pack stats

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

Concealment8.32 km(6/13) Air detection4.99 km(7/13) Traverse-to-turn ratio5.94 ×(7/13) Main battery reload6.3 s(7/13) HE shell damage2,100(5/12) HE fire chance7%(7/12) Fires per minute2.67(9/12) HE DPM80,000(6/12) Displacement4,000 t(5/13) AA threat38(7/13) Max armor76 mm(7/13) Citadel belt38 mm(7/13) Deck armor16 mm(9/13)

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

Survivability
Hit Points11,500
Displacement4,000 t
Armor range6–76 mm
Plate armor thicknesses6, 10, 13, 16, 19, 25, 32, 38, 76 mm
Armor material/layer entries38
Fire resistance0%
Fire duration30 s
Torp Reduction0%
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.
5,900
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.
5,000
Main Battery
ModuleArtillery: 152 mm/50 Mk6
Mounts / barrels6 mounts / 6 barrels
Reload time7 s
Firing range (base)8.7 km
Firing range (top fire control)9.5 km
Turret traverse10 °/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 = (8670/30·(8−0.5)/1000 + 0.5)·30 = 80 m
80 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 80 × 0.6 = 48 m
48 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 80 × 0.32 (σ=2) = 25.6 m
25.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48 × 0.319 (σ=2) = 15.3 m
15.3 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 7 s base reload = 34.3.
34.3
HE shells
HE Damage2,100
HE Velocity853 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 4 broadside guns = 8,400.
8,400
Base HE DPM
ƒ8,400 HE full-salvo alpha x 60 / 7 s base reload = 72,000.
72,000
Base fires/min
ƒ4 HE shells x 60 / 7 s reload x 7% fire chance = 2.4.
2.4
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.9) = 19. 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.
19
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
37 mm Maxim4×1 37mm
Medium aura
DPS6
Range2 km
Maneuverability
Engine moduleEngine: 7,500 hp
Engine power7,500 hp
Maximum speed20 kt
Turning circle radius350 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.9× slow
Concealment
Detectability by sea8.32 km
Detectability by air4.99 km
Smoke firing penalty3.6 km
Detect after firing main guns8.32 km
Detect Fire Sea10.32 km
Detect Fire Air7.99 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (2)

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

HullUpgrade
  • Turret traverse10 → 5 °/s
Fire controlUpgrade
  • Main battery range8,670 → 9,537 m

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 Disp80 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8670/30·(8−0.5)/1000 + 0.5)·30 = 80 m
Max Vert Disp48 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 80 × 0.6 = 48 m
Med Horiz Disp25.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 80 × 0.32 (σ=2) = 25.6 m
Med Vert Disp15.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48 × 0.319 (σ=2) = 15.3 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha4
Barrels that can bear on one beam (4 of 6); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha8,400
2,100 HE damage x 4 broadside guns = 8,400.
Base HE DPM72,000
8,400 HE full-salvo alpha x 60 / 7 s base reload = 72,000.
Base shells/min34.3
4 broadside guns x 60 / 7 s base reload = 34.3.
Base fires/min2.4
4 HE shells x 60 / 7 s reload x 7% fire chance = 2.4.

AA defense

Close-range AA DPS19
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.9) = 19. 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 range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index38
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.

Armor

Hull HP 11,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 6–76 mm)1,100 (10% of HP)
Overmatch not possible at T IIAngle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)6 mm primary (range 6–13 mm)9,600 (83% of HP)
Overmatched by 127mm+ (Farragut)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–38 mm)900 (8% of HP)
Overmatch not possible at T IIAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel38 mm primary (range 10–38 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–16 mm)200 (2% 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 HP5,900 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (37 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 HP5,000 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Albany 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.

Source status No high-context source card yet Filtered for precision