World of Warships: Legends ship guide

Alsace

Also called: 阿尔萨斯 Beta
Fast battleshipMobility rotates flanks battleship-fast and picks fights with the first salvo.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 32-kn speed to push rather than to rotate
Key characteristics
Engine BoostFast for the classBurny secondariesSlow EB cycle
On this page
Community Data

Alsace Community Stats

Across 2,200+ Standard battles from 96 players, Alsace averages a 56% win rate, 81,800 damage and 0.9 kills per battle, and survives 35% of them.

Community Data

Alsace Community Stats

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

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Playstyle

Overview

Alsace is a Tier VIII French fast battleship at 32 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: surface detection in T8 BBs (15.3 km, 4th of 33) and burny secondaries in T8 BBs (12, 3rd of 31). The trade is worst Engine Boost reload in T8 BBs (180 s, 5th of 5).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 32-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Engine Boost

+8% speed (about +2.6 kt), 180 s duration. Engine Boost takes her to 34.6 kt, faster than 30 of 37 T8 cruisers - enough to run down most cruisers or pull away from them, though destroyers still outpace her. Uncommon in T8 BBs.

Fast for the class ↗

32 kt, top decile of T8 BBs. Lets you rotate flanks or escape disengagements.

Best-in-class stealth ↗

15.3 km surface detect, top quartile of T8 BBs. Stays dark longer.

ELITE SECONDARIES ↗
  • Burny secondaries · 12%
  • Heavy secondary DPM · 385500 secondary
Slow EB cycle ↗

180 s Engine Boost reload, worst of the 5 T8 BBs with Engine Boost. Sprint windows come slower than peers'.

Thin magazine armor ↗

30 mm magazine protection, bottom quartile of T8 BBs. Turrets are knocked out more easily than peers'.

Acquisition

How to get Alsace

Alsace is available in the Fast Battleships branch of the France Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

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

Show France tech-tree branch diagram
Official WG availability sources
  • November Update: Under the Black Flag Tech tree line Start: 2022-11-03
    • Same as the first batch of Tier VIII ships, these will be available right away for Captains with researched Tier VII ships of the respective branches and sufficient XP on those.
    • Battleship Alsace
  • February Update: Legendary Pilgrimage Sale Start: 2025-01-23
    • Take a look at the discounts available during this update:
    • 20% off French battleship Alsace (January 27 – March 3)

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship AL RichelieuAL DunkerqueRobert JaujardÉmile Guépratte

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

Hide ▾

Where Alsace sits among Tier VIII BBs (32 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.

Top 10%Concealment15.26 km (4/33) Top 10%Secondary DPM (per side)385,500 (3/33) Top 10%Secondary fire chance12% (3/31) Top 10%AP arming threshold63 mm (4/33) Top 10%Flak damage per salvo (expected)2,310 (2/33) Top 25%Max speed32 kt (7/33) Top 25%Smoke fire bloom13.95 km (7/33) Top 25%Main battery range17.45 km (7/33) Top 25%Fires per minute8.1 (8/31) Top 25%AP DPM267,750 (6/33) Top 25%Acceleration (0-12 kt)13 s (9/33) Top 25%Engine power192,000 hp (9/33) Top 25%Power-to-weight3.56 hp/t (8/33) Top 25%Max armor430 mm (7/33) Bottom 25%Main battery caliber380 mm (30/33) Bottom 25%Sigma1.6 (28/33) Bottom 25%HE shell damage5,400 (25/31) Bottom 25%Main dispersion237 m (29/33) Bottom 25%AP pen at 10 km566 mm (29/33) WorstNo torpedoes (26 of 33 in cohort)
See 30 mid-pack stats

Not standouts for Alsace -- 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 points74,700 HP(20/33) Air detection12.71 km(23/33) Rudder shift16.6 s(15/33) Turning circle910 m(22/33) Main battery reload32 s(21/33) HE fire chance36%(15/31) HE DPM121,500(11/31) AP shell damage11,900(23/33) Secondary HE alpha2,200(9/31) Secondary HE pen25 mm(16/31) AP velocity830 m/s(15/33) HE velocity830 m/s(13/31) Time to 90% speed34.4 s(13/33) Power / turn radius211 hp/m(11/33) Displacement54,000 t(14/33) Effective HE DPM (incl. fire)187,897(11/31) Secondary range6 km(12/33) AA DPS449(23/33) AA range5 km(19/33) AA threat1,711(21/33) Repair charges3(14/33) Citadel belt350 mm(17/31) NormSecondary dispersion bracket57(24 of 33 tied at this value) NormAP fuse timer0.033 s(30 of 33 tied at this value) NormAP ricochet start45°(29 of 33 tied at this value) NormAP auto-bounce angle60°(29 of 33 tied at this value) NormTurn speed retained81%(32 of 33 tied at this value) NormRepair heal rate0.5 %/s(24 of 33 tied at this value) NormBow armor32 mm(29 of 31 tied at this value) NormStern armor32 mm(29 of 31 tied at this value)
Survivability
Hit PointsInitial: 69,000 → 74,700
Displacement54,000 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.
265 x 35.5 m
Armor range19–430 mm
Plate armor thicknesses19, 20, 30, 32, 40, 50, 85, 100, 120, 150, 160, 170, 190, 250, 275, 350, 370, 405, 430 mm
Armor material/layer entries64
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
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 × 74,700 HP = 13,446 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 × 74,700 HP = 14,940 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.188 hull torpedo-damage coefficient / 0.333 unprotected baseline = 44%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
44%
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.
37,400
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.
22,400
Effective HP
ƒBase 74,700 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 74,700 HP = 10,458 HP per charge, × 3 charges = 31,374 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.
83,000–106,074
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 × 4,000 = 8,000), 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.
4,000
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 × 6,100 = 12,200), 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 ×. 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.
6,100
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,700 = 9,400), 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.
4,700
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 × 56,000 = 112,000), 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.
56,000
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 × 3,800 = 7,600), 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.
3,800
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 × 3,800 = 7,600), 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.
3,800
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: 380 mm/45 Mle 1935
Mounts / barrels3 mounts / 12 barrels
Reload time32 s
Firing range (base)15.9 km
Firing range (top fire control)17.5 km
Turret traverse5 °/s
Turret armor430 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.
±150°, ±143°, ±155°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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 / 30° off stern
Shell Grouping (σ)1.6
Dispersion type
ƒIn practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (17.5 km) than a standard battleship: about 237 m wide × 142 m tall, against 235 m × 141 m. Also on this curve (55): AL Vittorio Veneto, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Centurion, Cristoforo Colombo and 43 more.
European battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(17450.430·12−2.21000+2.2)·30=237m
237 m at 17.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =237·0.6=142.2m
142.2 m at 17.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =237·0.61.6=88.9m
88.9 m at 17.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =142.2·0.61.6=53.3m
53.3 m at 17.5 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 32 s base reload = 22.5. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 25.
Initial: 22.5 → 25
HE shells
HE alpha5,400
HE Velocity830 m/s
Fire Chance36%
HE fire DPM vs T8 BB66397
Effective HE DPM vs T8 BB187897
HE penetration
ƒ63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
63 mm
HE full-salvo alpha
ƒ5,400 HE damage x 12 broadside guns = 64,800.
64,800
HE DPM
ƒZero upgrades: 64,800 HE full-salvo alpha x 60 / 32 s base reload = 121,500. All upgrades (Main Battery Mod. 3 = -10% reload): 64,800 HE full-salvo alpha x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 134,733.
Initial: 121,500 → 134,733
Fires/min
ƒZero upgrades: 22.5 shells/min × 0.36 (36% fire chance) = 8.1. All upgrades (Main Battery Mod. 3 = -10% reload): 25 shells/min × 0.36 (36% fire chance) = 8.98.
Initial: 8.1 → 8.98
AP shells
AP alpha11,900
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP pen max range466 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2347·8850.69·0.38−1.07·8301.38=761.8mm.
761.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.5 km), where the shell has slowed to 580.8 m/s: P=10−7·2347·8850.69·0.38−1.07·580.81.38=465.5mm.
465.5 mm at 17.5 km
AP full-salvo alpha
ƒ11,900 AP damage x 12 broadside guns = 142,800.
142,800
AP DPM
ƒZero upgrades: 142,800 AP full-salvo alpha x 60 / 32 s base reload = 267,750. All upgrades (Main Battery Mod. 3 = -10% reload): 142,800 AP full-salvo alpha x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 296,911.
Initial: 267,750 → 296,911
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.
120
AA Defense
AA mount points22
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
37 mm/70 ACAD Mle 193612×2 37mm
20 mm/70 Oerlikon Mk24 (upgraded hull only)10×2 20mm
25 mm/60 CAD Mle 1939 (stock hull only)10×2 25mm
100 mm/45 Mle 1933 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×2 100mm
152 mm/55 Mle 1936 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×3 152mm
Far aura
Guns100 mm/45 Mle 1933 (DP) + 152 mm/55 Mle 1936 (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 178 from dual-purpose secondaries firing as AA in this range band.
178
Range5 km
Medium aura
Guns37 mm/70 ACAD Mle 1936
Continuous DPS
ƒInitial: 72 × 3.5 × 0.75 = 189 → 70 × 3.5 × 0.75 = 184. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 189 → 184
Range3.5 km
Total DPS in Aura
ƒFar 178 + Medium 184 = 362
362
Near aura
Guns20 mm/70 Oerlikon Mk24
Continuous DPS
ƒEffective DPS: 35 raw aura damage × 3.5 × 0.7 hit probability = 86 - the same in-game units as the Close-range AA DPS headline.
86
Range2 km
Total DPS in Aura
ƒFar 178 + Medium 184 + Near 86 = 448
448
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 220 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.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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.
75%
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
Mounts15
Firing range6.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side). Stock hull: 10.8 + 2.7 = 13.5. Upgraded hull: 12 + 2.7 = 14.7. 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.
13.5 → 14.7
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: Initial: 12×2 100 mm (12/side) × 60/4 s × 1400 = 252,000 + 3×3 152 mm (4.5/side) × 60/12 s × 2200 = 49,500 = 301,500 → 12×2 100 mm (12/side) × 60/3 s × 1400 = 336,000 + 3×3 152 mm (4.5/side) × 60/12 s × 2200 = 49,500 = 385,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 301,500 → 385,500
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 14.7 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 120,499. 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.
120,499
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 385,500 + secondary fire DPM 120,499 = 505,999: shell damage plus fire damage against one T8 battleship, every shell hitting.
505,999
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 @ 6 km
ƒ6 km × 57 + 30 = 372 m.
372 m
100 mm/45 Mle 1933 → 100 mm/55 CAD Mle 1945 (12×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time4 s → 3 s
HE alpha1,400
Muzzle Velocity780 m/s → 855 m/s
Fire Chance6% → 5%
Secondary fires/min (per side)
ƒStock hull: 12×2 barrels / 2 sides × 60 / 4 s × 0.06 (6% fire chance) = 10.8. Upgraded hull: 12×2 barrels / 2 sides × 60 / 3 s × 0.05 (5% fire chance) = 12. 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.
10.8 → 12
HE Pen17 mm
Show 1 more gun family
152 mm/55 Mle 1936 (3×3) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber152 mm
Reload time12 s
HE alpha2,200
Muzzle Velocity870 m/s
Fire Chance12%
Secondary fires/min (per side)
ƒ3×3 barrels / 2 sides × 60 / 12 s × 0.12 (12% fire chance) = 2.7. 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.
2.7
HE Pen25 mm
Maneuverability
Engine power192,000 hp
Maximum speed32.0 kt
Turning circle radius910 m
Rudder shift timeInitial: 23.3 s → 16.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 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.
45.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
34.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32.0 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.
54.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.0 = +1.0°/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 (+1.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.26 km x 0.955 = 14.57 km. Camouflage does not change detectability by air.
15.26 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.26 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.57 km.
14.57 km
Detectability by air12.71 km
Smoke firing penalty13.95 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.26 km) = 17.45 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.45 km
Detect when firing (air)
ƒAir detectability 12.71 km + gun-firing bloom 7.6 km = 20.31 km. The bloom tracks main-battery caliber 380 mm × 0.020 = 7.6 km.
20.31 km
Detect when on fire (sea)
ƒSea detectability 15.26 km + 2.0 km while burning = 17.26 km.
17.26 km
Detect when on fire (air)
ƒAir detectability 12.71 km + 3.0 km while burning = 15.71 km.
15.71 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,458 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 × 74,700 HP = 10,458 HP: up to 14% of max HP restored per charge.
· 31,374 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 74,700 HP = 31,374 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 374 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 74,700 HP = 374 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter5 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points69,000 → 74,700
  • Rudder shift23.3 → 16.6 s
  • Close-range AA DPS100 → 105
  • Secondary battery reload4 → 3 s
  • Total secondary DPM301,500 → 385,500
Fire controlUpgrade
  • Main battery range15,864 → 17450.4 m
EngineUpgrade
  • Time to 12 kt13.7 → 13 s

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 BB1% wider H · 1% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.5 km) with the same model as Max Horiz/Vert Disp: horizontal 237 / 235 m − 1 = +1%, vertical 142 / 141 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 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 km164 m
(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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 km213 m
(500 × (12 − 2.2) / 1000 + 2.2) × 30 = 213 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 km42.8 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=0.5·17450.4=8725 m, and radiusOnMax=0.6 at 17450.4 m. Below the kink: k=0.2+(0.5−0.2)·50008725=0.3719, so σV=σH·k=115·0.3719=42.8m.
Shell scatter height @ 10 km84.4 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=0.5·17450.4=8725 m, and radiusOnMax=0.6 at 17450.4 m. Above the kink: k=0.5+(0.6−0.5)·10000−872517450.4−8725=0.5146, so σV=σH·k=164·0.5146=84.4m.
Shell scatter height @ 15 km121.8 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=0.5·17450.4=8725 m, and radiusOnMax=0.6 at 17450.4 m. Above the kink: k=0.5+(0.6−0.5)·15000−872517450.4−8725=0.5719, so σV=σH·k=213·0.5719=121.8m.
AP pen 5 km655 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 =10−7·2347·8850.69·0.38−1.07·744.11.38=655mm, where 744.1 m/s is the shell's speed when it arrives at 5 km (from 830 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 km566 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 =10−7·2347·8850.69·0.38−1.07·669.21.38=566mm, where 669.2 m/s is the shell's speed when it arrives at 10 km (from 830 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 km495 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 =10−7·2347·8850.69·0.38−1.07·606.91.38=495mm, where 606.9 m/s is the shell's speed when it arrives at 15 km (from 830 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 km4.87 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·0.2791·0.3828·885=1.79×10−5. That runs from a 830 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 km4.87 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·0.2791·0.3828·884=1.79×10−5. That runs from a 830 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
3 mounts × 4 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,347
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 mass885 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 coefficient0.2791
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity830 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity830 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.
minRadius2.2
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.

AA defense

AA DPS at max range179
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 37 50 ACAD 12x2 -> 184 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin 10x2 -> 86 DPS @ 2 km; 2 100 55 Mle 1945 12x2 -> 143 DPS @ 5 km; 152 55 Mle 1936 3x3 -> 36 DPS @ 5 km.
AA DPS layered by range179 DPS @ 5 km, 363 DPS @ 3.5 km, 449 DPS @ 2 km
@ 5 km: 143 + 36 = 179; @ 3.5 km: 184 + 143 + 36 = 363; @ 2 km: 184 + 86 + 143 + 36 = 449. 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-blank449
184 + 86 + 143 + 36 = 449 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1711
184 × 3.5 + 86 × 2 + 143 × 5 + 36 × 5 = 1711. 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 @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Max HE alpha2200
max(1400 (100 mm), 2200 (152 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(5% (100 mm), 12% (152 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(17 mm (100 mm), 25 mm (152 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.
Open in Charting Tool

Ship Charts

Background

A battleship design developed in France in response to construction of the German "H"-class battleships. The ship was a development of the Richelieu class, but in contrast to her predecessor, she had more powerful artillery that was arranged according to a more reasonable scheme. One of the design versions received twelve 380 mm guns that were placed in three main turrets.

Armor Beta

Hull HP 69,000 → 74,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)4,000 (5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle 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)405 mm primary (range 20–405 mm)56,000 (75% of HP)
No common AP caliber overmatches405 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–150 mm)3,800 (5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 20–350 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.
Superstructure19 mm primary (range 19–430 mm)3,800 (5% 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 HP37,400 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.
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.
Engine (module, research)engine coefficient (unconfirmed)-0.050 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP22,400 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.

Balance History

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

Nerf ×1Buff ×1
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Unnecessary barbette rings were removed. This change has minimal impact on the ship's performance.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Alsace 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.