World of Warships: Legends ship guide

Albemarle

Beta
Radar support cruiserLight caps and smoke-firing DDs; farm from cover.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Long torps (10 km)2 sigma accuracyStrong secondaries (5 km)High fire chanceRadar (10 km)
Community Data

Albemarle Community Stats

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Playstyle

Overview

Albemarle is a Tier VII British cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Surveillance Radar (10 km, 30 s active) is the cap-control consumable on top, so she sets fights as well as winning them.

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

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.

Signature Traits

Surveillance Radar

10 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Super-heal

Repair Party heals 2.0%/s, best of T7 CAs. Restores more HP per active second than peers.

Heavy secondary DPM

192000.0 secondary DPM per side, top decile of T7 CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

High fire chance

17.0% fire chance per HE shell, top decile of T7 CAs.

Radar cruiser

Radar consumable. Controls caps and reveals smoke-firing DDs without spotting risk.

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Acquisition

How to get Albemarle

Albemarle is available in the Royal Heavy Cruisers branch of the U.K. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Albemarle sits in the Royal Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Build for reload/range, Propulsion Mod. 2, concealment, repair value, and survivability. HE pressure is the default damage plan.

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Cohort position

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Where Albemarle sits among Tier VII CAs (46 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.

BestAP fuse timer0.03 s (1 of 20 tied) BestRepair heal rate2 %/s (1 of 2 tied) Top 10%Secondary DPM (per side)192,000 (2/40) Top 25%Hit points47,000 HP (6/46) Top 25%HE shell damage3,300 (7/41) Top 25%HE fire chance17% (7/41) Top 25%Main dispersion130.2 m (9/46) Top 25%Secondary fire chance7% (7/40) Top 25%Citadel belt152 mm (12/45) Bottom 25%Rudder shift14 s (37/46) Bottom 25%AP DPM207,692 (37/46) Bottom 25%AP velocity814 m/s (37/46) Bottom 25%HE velocity814 m/s (37/41) Bottom 25%Stern armor25 mm (37/45)
See 34 mid-pack stats

Not standouts for Albemarle -- 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.

Max speed33 kt(23/46) Concealment12.08 km(14/46) Air detection7.25 km(13/46) Traverse-to-turn ratio5.92 ×(19/46) Main battery caliber203 mm(16/46) Main battery range15.49 km(27/46) Main battery reload11.7 s(31/46) Sigma2(25/46) Fires per minute7.85(20/41) HE DPM152,308(25/41) AP shell damage4,500(23/46) HE alpha1,600(18/40) Secondary HE pen19 mm(25/40) Acceleration9.9 s(23/46) AP arming threshold34 mm(31/46) Engine power110,000 hp(29/45) Turn-speed retention152.8 hp/m(26/45) Displacement18,232 t(35/46) Power-to-weight6.03 hp/t(34/45) AA DPS459(13/46) AA range5 km(23/46) AA threat1,527(15/46) Torpedo range9.99 km(11/33) Torpedo damage15,533(15/33) Torpedo speed62 kt(19/33) Torpedo reload96 s(20/33) Max armor152 mm(15/46) Bow armor25 mm(31/45) Deck armor102 mm(19/44) NormSecondary dispersion bracket57(37 of 40 tied at this value) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormSecondary range5 km(36 of 40 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Radar 10 kmSonar 4.93 kmRepair 2Def-AAFighter
Survivability
Hit PointsInitial: 42,100 → 47,000
Displacement18,232 t
Armor range16–152 mm
Plate armor thicknesses16, 19, 25, 27, 30, 38, 40, 51, 70, 76, 102, 152 mm
Armor material/layer entries36
Fire resistanceInitial: 33.3% → 36.6%
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.
21,900
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.
14,100
Main Battery
ModuleArtillery: 203 mm/50 BL Mk IX
Mounts / barrels3 mounts / 9 barrels
Reload time13 s
Firing range (base)14.1 km
Firing range (top fire control)15.5 km
Turret traverse8 °/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 = (14081/30·(8−1.1)/1000 + 1.1)·30 = 130.2 m
130.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.2 × 0.6 = 78.1 m
78.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.2 × 0.32 (σ=2) = 41.6 m
41.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.1 × 0.32 (σ=2) = 25 m
25 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ9 broadside guns x 60 / 13 s base reload = 41.5.
41.5
HE shells
HE Damage3,300
HE Velocity814 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,300 HE damage x 9 broadside guns = 29,700.
29,700
Base HE DPM
ƒ29,700 HE full-salvo alpha x 60 / 13 s base reload = 137,077.
137,077
Installed HE DPM
ƒ29,700 HE full-salvo alpha x 60 / 11.7 s installed reload (Main Battery Mod. 3 = -10%) = 152,308.
152,308
Base fires/min
ƒ9 HE shells x 60 / 13 s reload x 17% fire chance = 7.06.
7.06
AP shells
AP Damage4,500
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 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 × 2650 × 116.1^0.69 × 0.203^-1.07 × 814^1.38 = 403.3 mm. Matches the in-game spec card.
403.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 359 m/s: 1e-7 × 2650 × 116.1^0.69 × 0.203^-1.07 × 359^1.38 = 130.3 mm.
130.3 mm
AP full-salvo alpha
ƒ4,500 AP damage x 9 broadside guns = 40,500.
40,500
Base AP DPM
ƒ40,500 AP full-salvo alpha x 60 / 13 s base reload = 186,923.
186,923
Installed AP DPM
ƒ40,500 AP full-salvo alpha x 60 / 11.7 s installed reload (Main Battery Mod. 3 = -10%) = 207,692.
207,692
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 QR Mk II
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage14,433 (est.)
Alpha damage43,300
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
57,732
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.9) + (60×3.5×0.85) + (40×3.5×0.9) = 459. 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.
459
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk VInitial: 20 mm Oerlikon Mk IV (16×1) → 20 mm Oerlikon Mk V (16×2)
40 mm Bofors Mk II (upgraded hull only)6×4 40mm
40 mm Vickers 2-pdr. Mk VII (stock hull only)2×4 40mm
40 mm Vickers 2-pdr. Mk VIII (stock hull only)4×8 40mm
114 mm/45 RP 41 Mk VI (DP)6×2 114mm
Far aura
DPS
ƒIncludes 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
40
Range5 km
Medium aura
DPS49
Range3.5 km
Total DPS in Aura
ƒFar 40 + Medium 49 = 89
89
Near aura
DPSInitial: 37 → 60
Range2 km
Total DPS in Aura
ƒFar 40 + Medium 49 + Near 60 = 149
149
S
Secondary Battery
Mounts6
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed33 kt
Turning circle radius720 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.9× slow
Concealment
Detectability by sea12.08 km
Detectability by air7.25 km
Smoke firing penalty6.8 km
Detect after firing main guns12.08 km
Detect Fire Sea14.08 km
Detect Fire Air10.25 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Surveillance Radar2 charges · 180 s reload · 30 s active · 10 km radar range
Module options (2)

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

HullUpgrade
  • Hit points42,100 → 47,000
  • Rudder shift19.6 → 14 s
  • Close-range AA DPS94 → 109
  • Maximum AA range2.5 → 3.5 km
Fire controlUpgrade
  • Main battery range14,081 → 15489.1 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 Disp130.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14081/30·(8−1.1)/1000 + 1.1)·30 = 130.2 m
Max Vert Disp78.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.2 × 0.6 = 78.1 m
Med Horiz Disp41.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.2 × 0.32 (σ=2) = 41.6 m
Med Vert Disp25 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.1 × 0.32 (σ=2) = 25 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close403.3 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 × 2650 × 116.1^0.69 × 0.203^-1.07 × 814^1.38 = 403.3 mm. Matches the in-game spec card.
AP Pen Far130.3 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 359 m/s: 1e-7 × 2650 × 116.1^0.69 × 0.203^-1.07 × 359^1.38 = 130.3 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha29,700
3,300 HE damage x 9 broadside guns = 29,700.
AP full-salvo alpha40,500
4,500 AP damage x 9 broadside guns = 40,500.
Base HE DPM137,077
29,700 HE full-salvo alpha x 60 / 13 s base reload = 137,077.
Base AP DPM186,923
40,500 AP full-salvo alpha x 60 / 13 s base reload = 186,923.
Installed HE DPM152,308
29,700 HE full-salvo alpha x 60 / 11.7 s installed reload (Main Battery Mod. 3 = -10%) = 152,308.
Installed AP DPM207,692
40,500 AP full-salvo alpha x 60 / 11.7 s installed reload (Main Battery Mod. 3 = -10%) = 207,692.
Base shells/min41.5
9 broadside guns x 60 / 13 s base reload = 41.5.
Installed shells/min46.2
9 broadside guns x 60 / 11.7 s installed Artillery reload = 46.2.
Base fires/min7.06
9 HE shells x 60 / 13 s reload x 17% fire chance = 7.06.
Installed fires/min7.85
9 HE shells x 60 / 11.7 s installed reload x 17% fire chance = 7.85.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 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 damage115,464
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage57,732
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS459
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.9) + (60×3.5×0.85) + (40×3.5×0.9) = 459. 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 index1527
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)192,000
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: 6×2 114 mm (6/side) × 60/3 × 1600 = 192,000. 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.

Armor

Hull HP 42,10047,000 with hull upgrade, 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
Bow25 mm primary (range 25–40 mm)1,800 (4% of HP)
Overmatched by 380mm+ (Gneisenau, 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)76 mm primary (range 19–76 mm)35,300 (75% of HP)
No common caliber overmatches76 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–102 mm)2,800 (6% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 27–152 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–152 mm)3,700 (8% 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 HP21,900 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.
Secondary mount (114 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.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP14,100 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.

Balance History

Balance updates affecting Albemarle. Cards are condensed; use each source link for full context.

Nerf ×2Buff ×12
2024-10-10

Ministry of Balance: Trick and Treat

  • British heavy cruisers lack some survivability, so we've buffed both Albemarle and Drake's health.
  • Stock hull total health increased from 39,400 to 42,100.
  • Stock hull engine HP reduced from 59,400 to 47,000.
  • Stock hull bow HP increased from 1,500 to 1,600.
  • Stock hull auxiliary room HP increased from 4,900 to 5,200.
  • Stock hull stern HP increased from 2,300 to 2,500.
  • Stock hull HP increased from 29,600 to 31,600.
  • Stock hull steering gear HP increased from 11,800 to 12,600.
  • Stock hull superstructure HP increased from 3,100 to 3,300.
  • Upgraded hull total health increased from 43,800 to 47,000.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Albemarle 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.