World of Warships: Legends ship guide

Amalfi

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (12 km)2 sigma accuracyStrong secondaries (5 km)Stealthy (11.4 km)Slow heal cycle
Community Data

Amalfi Community Stats

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Playstyle

Overview

Amalfi is a Tier VII Italian heavy cruiser with a long-range torpedo battery reaching 12 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Standout traits: best top speed in T7 CAs (37 kt) and best power per turn radius in T7 CAs (282.4 HP).

Positioning

Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull. Drop on choke points and predictable rotations rather than direct lines; the torps are the threat tool, the guns are how you earn damage between waves.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Fast for the class

37.0 kt, best of T7 CAs. Lets you rotate flanks or escape disengagements.

Holds speed in turns

282.4 hp per metre of turn radius, best of T7 CAs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Long-burning smoke

20.0 s Smoke Generator duration, best of T7 CAs. Holds the smoke shield longer.

Thick deck armor

150.0 mm armor deck, best of T7 CAs. Eats plunging fire and HE that peers don't.

Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Shatter-prone secondaries

15.0 mm best HE pen across secondary families, bottom decile of T7 CAs. Shatters on plates peers' secondaries pen, so direct damage trails the brackets above.

Acquisition

How to get Amalfi

Amalfi is available in the Evasive Cruisers branch of the Italy Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,950,000 credits.

Show Italy tech-tree branch diagram
Italy Tech Tree

Amalfi sits in the Evasive Cruisers branch. The highlighted path shows the local branch context inside the full Italy tree.

Builds Beta

Build for reload, SAP efficiency, smoke utility, rudder, concealment, and survivability.

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Cohort position

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Where Amalfi 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.

BestMax speed37 kt (1 of 2 tied) BestAP fuse timer0.03 s (1 of 20 tied) BestTurn-speed retention282.4 hp/m (1/45) BestDeck armor150 mm (1 of 6 tied) Top 10%Stealth profile11.37 km / 6.82 km (2/46 / 2/46) Top 10%Engine power192,000 hp (2/45) Top 10%Power-to-weight9.97 hp/t (4/45) Top 10%Torpedo range12 km (3/33) Top 25%Hit points42,800 HP (12/46) Top 25%Main dispersion129.6 m (7/46) Bottom 25%Rudder shift14.3 s (38/46) Bottom 25%Traverse-to-turn ratio4.36 × (42/46) Bottom 25%Main battery reload13.1 s (37/46) Bottom 25%HE DPM119,542 (32/41) Bottom 25%AP DPM197,863 (40/46) Bottom 25%HE alpha1,300 (33/40) Bottom 25%Acceleration11.1 s (40/46) Bottom 25%Displacement19,254 t (38/46) Bottom 25%Stern armor25 mm (37/45) Bottom 10%AA range4 km (45/46) Bottom 10%Torpedo damage12,667 (31/33) WorstSecondary fire chance5% (1 of 19 tied) WorstSecondary HE pen15 mm (40/40) WorstTorpedo speed51 kt (33/33) WorstRepair heal rate0.5 %/s (1 of 14 tied)
See 22 mid-pack stats

Not standouts for Amalfi -- 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.

Main battery caliber203 mm(16/46) Main battery range15.4 km(33/46) Sigma2(25/46) HE shell damage2,900(12/41) HE fire chance15%(13/41) Fires per minute6.18(31/41) AP shell damage4,800(13/46) Secondary DPM (per side)117,000(22/40) AP velocity910 m/s(17/46) HE velocity850 m/s(23/41) AP arming threshold34 mm(31/46) AA DPS366(28/46) AA threat1,154(33/46) Torpedo reload95 s(17/33) Max armor150 mm(21/46) Citadel belt150 mm(17/45) Bow armor25 mm(31/45) 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.

Repair 2Def-AASmokeFighter
Survivability
Hit PointsInitial: 38,500 → 42,800
Displacement19,254 t
Armor range16–150 mm
Plate armor thicknesses16, 19, 21, 25, 27, 30, 40, 50, 70, 75, 90, 100, 120, 140, 150 mm
Armor material/layer entries57
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.
21,400
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.
12,800
Main Battery
ModuleArtillery: 203 mm/55 1934
Mounts / barrels3 mounts / 9 barrels
Reload time14.5 s
Firing range (base)14 km
Firing range (top fire control)15.4 km
Turret traverse7 °/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 = (13998/30·(8−1.1)/1000 + 1.1)·30 = 129.6 m
129.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.6 × 0.6 = 77.8 m
77.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.6 × 0.319 (σ=2) = 41.4 m
41.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.8 × 0.319 (σ=2) = 24.8 m
24.8 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ9 broadside guns x 60 / 14.5 s base reload = 37.2.
37.2
HE shells
HE Damage2,900 → 3,200
HE Velocity850 m/s
Fire Chance15% → 17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,200 HE damage x 9 broadside guns = 28,800.
28,800
Base HE DPM
ƒ28,800 HE full-salvo alpha x 60 / 14.5 s base reload = 119,172.
119,172
Installed HE DPM
ƒ28,800 HE full-salvo alpha x 60 / 13.1 s installed reload (Main Battery Mod. 3 = -10%) = 131,908.
131,908
Base fires/min
ƒ9 HE shells x 60 / 14.5 s reload x 17% fire chance = 6.33.
6.33
AP shells
AP Damage4,800 → 5,100
AP Velocity910 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 × 2500 × 125.3^0.69 × 0.203^-1.07 × 910^1.38 = 467.7 mm. Matches the in-game spec card.
467.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.2 km), where the shell has slowed to 474.3 m/s: 1e-7 × 2500 × 125.3^0.69 × 0.203^-1.07 × 474.3^1.38 = 190.3 mm.
190.3 mm
AP full-salvo alpha
ƒ5,100 AP damage x 9 broadside guns = 45,900.
45,900
Base AP DPM
ƒ45,900 AP full-salvo alpha x 60 / 14.5 s base reload = 189,931.
189,931
Installed AP DPM
ƒ45,900 AP full-salvo alpha x 60 / 13.1 s installed reload (Main Battery Mod. 3 = -10%) = 210,229.
210,229
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time95 s
Projectile speed51 kt
Range12 km
Maximum simulated damage11,667 (est.)
Alpha damage35,000
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming157 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
46,668
AA Defense
AA mount points18
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) + (48×3.5×0.85) + (43×3.5×0.9) = 366. 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.
366
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
20 mm/70 Breda 1941Initial: 20 mm/65 Breda 1935 (12×2) → 20 mm/70 Breda 1941 (12×6)
65 mm/64 1939 (upgraded hull only)6×1 65mm
37 mm/54 Breda 1938 (stock hull only)6×2 37mm
90 mm/50 OTO 1939 (DP)12×1 90mm
Far aura
DPS
ƒIncludes 43 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
43
Range4 km
Medium aura
DPS28
Range3.7 km
Total DPS in Aura
ƒFar 43 + Medium 28 = 71
71
Near aura
DPSInitial: 27 → 48
Range2 km
Total DPS in Aura
ƒFar 43 + Medium 28 + Near 48 = 119
119
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 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: 192,000 hp
Engine power192,000 hp
Maximum speed37 kt
Turning circle radius680 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.4× drags
Concealment
Detectability by sea11.37 km
Detectability by air6.82 km
Smoke firing penalty6.31 km
Detect after firing main guns11.37 km
Detect Fire Sea13.37 km
Detect Fire Air9.82 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Module options (2)

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

HullUpgrade
  • Hit points38,500 → 42,800
  • Rudder shift20 → 14.3 s
  • Close-range AA DPS65 → 76
  • Maximum AA range3.5 → 3.7 km
  • Turret traverse7 → 10 °/s
Fire controlUpgrade
  • Main battery range13,998 → 15397.8 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 Disp129.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13998/30·(8−1.1)/1000 + 1.1)·30 = 129.6 m
Max Vert Disp77.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.6 × 0.6 = 77.8 m
Med Horiz Disp41.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.6 × 0.319 (σ=2) = 41.4 m
Med Vert Disp24.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.8 × 0.319 (σ=2) = 24.8 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close467.7 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 × 2500 × 125.3^0.69 × 0.203^-1.07 × 910^1.38 = 467.7 mm. Matches the in-game spec card.
AP Pen Far190.3 mm
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 474.3 m/s: 1e-7 × 2500 × 125.3^0.69 × 0.203^-1.07 × 474.3^1.38 = 190.3 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 Radius30
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 time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha28,800
3,200 HE damage x 9 broadside guns = 28,800.
AP full-salvo alpha45,900
5,100 AP damage x 9 broadside guns = 45,900.
Base HE DPM119,172
28,800 HE full-salvo alpha x 60 / 14.5 s base reload = 119,172.
Base AP DPM189,931
45,900 AP full-salvo alpha x 60 / 14.5 s base reload = 189,931.
Installed HE DPM131,908
28,800 HE full-salvo alpha x 60 / 13.1 s installed reload (Main Battery Mod. 3 = -10%) = 131,908.
Installed AP DPM210,229
45,900 AP full-salvo alpha x 60 / 13.1 s installed reload (Main Battery Mod. 3 = -10%) = 210,229.
Base shells/min37.2
9 broadside guns x 60 / 14.5 s base reload = 37.2.
Installed shells/min41.2
9 broadside guns x 60 / 13.1 s installed Artillery reload = 41.2.
Base fires/min6.33
9 HE shells x 60 / 14.5 s reload x 17% fire chance = 6.33.
Installed fires/min7.01
9 HE shells x 60 / 13.1 s installed reload x 17% fire chance = 7.01.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range90.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage93,336
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage46,668
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS366
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (28×3.5×0.9) + (48×3.5×0.85) + (43×3.5×0.9) = 366. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1154
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)117,000
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: 12×1 90 mm (6/side) × 60/4 × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 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: 15 mm from the 90 mm family.

Armor

Hull HP 38,50042,800 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 25–50 mm)3,500 (8% 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)16 mm primary (range 16–150 mm)32,100 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 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 25–90 mm)3,400 (8% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel150 mm primary (range 27–150 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).
Superstructure16 mm primary (range 16–150 mm)1,500 (4% 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 HP21,400 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 (90 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 (65 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 HP12,800 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 Amalfi. Cards are condensed; use each source link for full context.

Buff ×5Main Battery ×8Consumable ×1
2024-09-05

Ministry of Balance: Season of Change

  • Stock and upgraded HE main battery reload time reduced from 16 to 14.5 seconds.
  • Upgraded SAP main battery reload time reduced from 17.5 to 16 seconds.
  • Smoke screen duration increased from 20 to 30 seconds.
Read the full official post
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Upgraded main battery AP shell damage increased from 4,800 to 5,100.
  • Added SAP upgrade module — Artillery: 203 mm/55 Model 1934 SAP.
  • Increases reload time to 17.5 s.
  • SAP shell damage: 5,200.
  • Penetrates 55 mm of armor.
  • HE Penetration Logic.
  • This is a fundamental change to how all high-explosive (HE) munitions work in the game (main battery guns, ATBA guns, carrier bombs).
  • , HE of all types had to have greater penetration than the armor the shell (or bomb) struck. So, if an HE shell had 25 mm of penetration, it could only penetrate up to 24 mm of armor. This was called the "Greater Than" or "–1 Rule.".
  • , HE of all types will now penetrate armor that is thinner.
  • their penetration value. So, if an HE shell has 25 mm of penetration, it can penetrate up to 25 mm of armor. We call this the "Equal To" rule.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.