World of Warships: Legends ship guide

Anchorage

Also called: 安克雷奇 Beta
U.S.A. · Tier VII · CA Cruiser · Premium
Sonar cruiserSonar contests islands and smoke without exposing the hull to vision cycles.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Long, heavy torpedoes (10.5 km)Wide always-pen zoneSmoke + SonarThickest plateLight secondaries
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Community Data

Anchorage Community Stats

Across 11,000+ Standard battles from 260+ players, Anchorage averages a 60% win rate, 74,300 damage and 1.1 kills per battle, and survives 45% of them.

Community Data

Anchorage Community Stats

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Playstyle

Overview

Anchorage is a Tier VII American heavy cruiser with Sonar as her vision tool. It lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. A Smoke Generator on top means she can fight from cover the sonar has already cleared, with the bubble out to 4.4 km. Standout traits: torpedo alpha in T7 CAs (17,833, 2nd of 43) and armor plate in T7 CAs (206 mm, 4th of 58). The trade is light secondaries in T7 CAs (72,000, 50th of 51).

Positioning

Work the islands rather than a firing line. Sonar (4.4 km on ships, 3.1 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Shooting from the cloud gives you away at 6.5 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 0.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. Both phases of a turn are slow (11.2 s on the rudder, a 800 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Pushing in blind because the kit says brawler

4.4-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

Heavy torpedoes ↗

17833 damage per torpedo, top decile of the 43 T7 CAs with torpedoes.

Long smoke deployment ↗

30 s smoke deployment window, best of the 20 T7 CAs with smoke. Lays a longer rolling smoke trail while moving.

ELITE ARMOR ↗
  • Thickest plate · 206 mm
  • Thick end plates · 27 mm
  • Thick bow plate · 27 mm
  • Thick stern plate · 27 mm
Wide always-pen zone ↗

60° AP min ricochet angle, best of T7 CAs. Larger impact-angle window where shells always penetrate.

WEAK SECONDARIES ↗
  • Light secondaries · 72000 secondary
  • Few secondary fires · 2 secondary
Acquisition

How to get Anchorage

Anchorage is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

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

Best listed chance for this ship

  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.384615% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
  • Spectral Vault 4.0 0.160256% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.102564%
    • Spectral Vault 4.0 → Spectral Vault 5.00.057692%
Show all 12 containers (9 more)
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.080449% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.051282%
    • Spectral Vault 3.0 → Spectral Vault 5.00.011538%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011282%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
  • Mystic Lantern 0.07619% Tier VII Premium ship Event · Mystic Lantern · 1 of 42 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013814% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005128%
    • Spectral Vault 2.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002051%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Spectral Vault 1.0 0.002048% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.000513%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Official WG availability sources
  • "Northern Sentinel" Campaign Breakdown Campaign Start: 2023-10-02 · End: 2023-11-05
    • Upon reaching the 100th milestone with an active Admiralty Backing, you’ll be rewarded with Anchorage, an American Tier VII Premium cruiser based on the US Navy's Project "CA-B" design.
  • Halloween Update: Spooky Waves Campaign Start: 2023-09-28
    • Northern Sentinel campaign, rewarding Tier VII Anchorage
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Norman Scott

WG official

WG official build from Through the Spy Glass: Anchorage.

Source: Through the Spy Glass: Anchorage

Open in Build Tool →

Commanders frequently paired with this ship Norman Scott

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

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Where Anchorage sits among Tier VII CAs (57 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.

LongestAP fuse timer0.033 s (1 of 25 tied) BestAP ricochet start60° (1 of 14 tied) Top 10%Torpedo damage≈17,833 (2/43) Top 10%Max armor206 mm (4/58) Top 25%Secondary HE alpha1,800 (13/51) Top 25%AP auto-bounce angle67.5° (11/58) Top 25%AP pen at 10 km272 mm (12/58) Top 25%Torpedo speed66 kt (6/43) Top 25%Citadel belt152 mm (13/55) Top 25%End plates27 mm (9/55 / 9/55) Bottom 25%Rudder shift11.2 s (51/58) Bottom 25%Turning circle800 m (49/58) Bottom 25%Main battery reload14.5 s (48/58) Bottom 25%AP velocity782 m/s (53/58) Bottom 25%Time to 90% speed26.5 s (52/57) Bottom 25%Acceleration (0-12 kt)9.4 s (51/57) Bottom 25%Displacement20,254 t (52/58) Bottom 25%Power-to-weight5.92 hp/t (45/57) Bottom 25%Torpedo reaction time7.9 s (34/43) Bottom 10%Secondary DPM (per side)72,000 (50/51) WorstSecondary fire chance5% (1 of 23 tied)
See 32 mid-pack stats

Not standouts for Anchorage -- 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 points41,800 HP(21/58) Max speed33 kt(31/58) Concealment12.85 km(38/58) Smoke fire bloom6.55 km(21/58) Air detection7.71 km(37/58) Main battery caliber203 mm(19/58) Main battery range15.56 km(26/58) Sigma2(30/58) HE shell damage2,800(21/50) HE fire chance14%(20/50) Fires per minute6.92(30/50) HE DPM138,353(32/50) AP shell damage4,600(23/58) AP DPM227,294(36/58) Main dispersion140.4 m(33/58) Secondary HE pen21 mm(15/51) HE velocity823 m/s(38/50) AP arming threshold34 mm(41/58) Engine power120,000 hp(32/57) Power / turn radius150 hp/m(35/57) Effective HE DPM (incl. fire)189,684(31/50) AA DPS355(39/58) AA range5 km(29/58) AA threat1,120(44/58) Flak damage per salvo (expected)1,386(35/58) Torpedo range10.5 km(13/43) Torpedo reload87 s(13/43) Repair heal rate0.6 %/s(23/57) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points41,800
Displacement20,254 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.
218.4 x 23.6 m
Armor range6–206 mm
Plate armor thicknesses6, 16, 25, 27, 38, 40, 76, 102, 127, 152, 206 mm
Armor material/layer entries60
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 41,800 HP = 3,762 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 41,800 HP = 4,180 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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.
20,900
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.
12,500
Effective HP
ƒBase 41,800 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 41,800 HP = 7,022 HP per charge, × 2 charges = 14,045 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.
55,845
Repairable: penetration50%
Repairable: citadel33%
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 × 2,400 = 4,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,400
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 × 5,900 = 11,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,900
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 × 31,400 = 62,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
31,400
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 × 1,500 = 3,000), 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 ×. 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.
1,500
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 × 2,800 = 5,600), 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.
2,800
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: 203 mm Mk15
Mounts / barrels4 mounts / 12 barrels
Reload time14.5 s
Firing range15.6 km
Turret traverse7 °/s
Turret armor203 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.
4x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° 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.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.6 km) shells land in an ellipse about 140 m wide and 84 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1556430·8−1.11000+1.1)·30=140.4m
140.4 m at 15.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.4·0.6=84.2m
84.2 m at 15.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =140.4·0.62=42.1m
42.1 m at 15.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =84.2·0.62=25.3m
25.3 m at 15.6 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 14.571 s (14.5 s = 102 ticks) base reload = 49.4. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 13.143 s (13.1 s = 92 ticks) all-upgrades reload (14.5 s × 0.9 Main Battery Mod. 3 = 13.1 s) = 54.8.
Initial: 49.4 → 54.8
HE shells
HE alpha2,800
HE Velocity823 m/s
Fire Chance14%
HE fire DPM vs T7 BB51314
Effective HE DPM vs T7 BB189667
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,800 HE damage x 12 broadside guns = 33,600.
33,600
HE DPM
ƒZero upgrades: 33,600 HE full-salvo alpha x 60 / 14.571 s (14.5 s = 102 ticks) base reload = 138,353. All upgrades (Main Battery Mod. 3 = -10% reload): 33,600 HE full-salvo alpha x 60 / 13.143 s (13.1 s = 92 ticks) all-upgrades reload (14.5 s × 0.9 Main Battery Mod. 3 = 13.1 s) = 153,391.
Initial: 138,353 → 153,391
Fires/min
ƒZero upgrades: 49.4 shells/min × 0.14 (14% fire chance) = 6.92. All upgrades (Main Battery Mod. 3 = -10% reload): 54.8 shells/min × 0.14 (14% fire chance) = 7.67.
Initial: 6.92 → 7.67
AP shells
AP alpha4,600
AP Velocity782 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP pen max range206 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2919·1520.69·0.203−1.07·7821.38=506.2mm.
506.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.6 km), where the shell has slowed to 407.1 m/s: P=10−7·2919·1520.69·0.203−1.07·407.11.38=205.6mm.
205.6 mm at 15.6 km
AP full-salvo alpha
ƒ4,600 AP damage x 12 broadside guns = 55,200.
55,200
AP DPM
ƒZero upgrades: 55,200 AP full-salvo alpha x 60 / 14.571 s (14.5 s = 102 ticks) base reload = 227,294. All upgrades (Main Battery Mod. 3 = -10% reload): 55,200 AP full-salvo alpha x 60 / 13.143 s (13.1 s = 92 ticks) all-upgrades reload (14.5 s × 0.9 Main Battery Mod. 3 = 13.1 s) = 252,000.
Initial: 227,294 → 252,000
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 quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time87 s
Projectile speed66.0 kt
Range10.5 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=53,500·0.333=17,833. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 17,833
Maximum damage (ammunition)
ƒ53,500 warhead alpha / 3 + 1,200 blast = 19,033. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
19,033
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,200
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km66 kt×2.6855=7.9 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.9 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.23 per hit, shown as 3.23×100=323%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
323%
Torpedo launcher traverse25 °/s
Launch arcswing 130° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming207 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 17,833 = 71,332. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
71,332
AA Defense
AA mount points30
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
28 mm Mk2 mod. 214×4 28mm
20 mm Oerlikon Mk416×1 20mm
127 mm Mk24 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 127mm
127 mm/38 Mk29 mod. 0 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×2 127mm
Far aura
Guns127 mm Mk24 (DP) + 127 mm/38 Mk29 mod. 0 (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 72 from dual-purpose secondaries firing as AA in this range band.
72
Range5 km
Outer Near aura
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 59 raw aura damage × 3.5 × 0.85 hit probability = 176 - the same in-game units as the Close-range AA DPS headline.
176
Range3.1 km
Total DPS in Aura
ƒFar 72 + Outer Near 176 = 248
248
Inner Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 36 raw aura damage × 3.5 × 0.85 hit probability = 107 - the same in-game units as the Close-range AA DPS headline.
107
Range2 km
Total DPS in Aura
ƒFar 72 + Outer Near 176 + Inner Near 107 = 355
355
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 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.
2 per salvo, 3 clouds each + 1 outer cloud
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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 1 + 1 = 2. 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
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: 4×1 127 mm (2/side) × 60/6 s × 1800 = 36,000 + 2×2 127 mm (2/side) × 60/6 s × 1800 = 36,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
72,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 2 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 14,836. 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.
14,836
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 72,000 + secondary fire DPM 14,836 = 86,836: shell damage plus fire damage against one T7 battleship, every shell hitting.
86,836
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
127 mm Mk24 (4×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 1. 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.
1
HE Pen21 mm
Show 1 more gun family
127 mm/38 Mk29 mod. 0 (2×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ2×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 1. 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.
1
HE Pen21 mm
Maneuverability
Engine power120,000 hp
Maximum speed33.0 kt
Turning circle radius800 m
Rudder shift time11.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
30.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
26.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
42.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 5.1 = +1.9°/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 (+1.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.85 km x 0.955 = 12.27 km. Camouflage does not change detectability by air.
12.85 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.85 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.27 km.
12.27 km
Detectability by air7.71 km
Smoke firing penalty6.55 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.85 km) = 15.56 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.56 km
Detect when firing (air)
ƒAir detectability 7.71 km + gun-firing bloom 4.06 km = 11.77 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.
11.77 km
Detect when on fire (sea)
ƒSea detectability 12.85 km + 2.0 km while burning = 14.85 km.
14.85 km
Detect when on fire (air)
ƒAir detectability 7.71 km + 3.0 km while burning = 10.71 km.
10.71 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Catapult Fighter3 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
Choose one
Smoke Generator2 charges · 160 s reload · 30 s emit / 104 s cloud active · 450 m radius
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Repair Party2 charges · 60 s reload · 28 s active · 7,022 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 41,800 HP = 7,022 HP: up to 16.8% of max HP restored per charge.
· 14,044 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 41,800 HP = 14,044 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 251 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 41,800 HP = 251 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.5 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=0.5·15564=7782 m, and radiusOnMax=0.6 at 15564 m. Below the kink: k=0.2+(0.5−0.2)·50007782=0.3928, so σV=σH·k=67.5·0.3928=26.5m.
Shell scatter height @ 10 km53.9 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=0.5·15564=7782 m, and radiusOnMax=0.6 at 15564 m. Above the kink: k=0.5+(0.6−0.5)·10000−778215564−7782=0.5285, so σV=σH·k=102·0.5285=53.9m.
Shell scatter height @ 15 km80.9 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=0.5·15564=7782 m, and radiusOnMax=0.6 at 15564 m. Above the kink: k=0.5+(0.6−0.5)·15000−778215564−7782=0.5928, so σV=σH·k=136.5·0.5928=80.9m.
AP pen 5 km368 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 =10−7·2919·1520.69·0.203−1.07·620.51.38=368mm, where 620.5 m/s is the shell's speed when it arrives at 5 km (from 782 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 km272 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 =10−7·2919·1520.69·0.203−1.07·498.31.38=272mm, where 498.3 m/s is the shell's speed when it arrives at 10 km (from 782 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 km211 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 =10−7·2919·1520.69·0.203−1.07·414.61.38=211mm, where 414.6 m/s is the shell's speed when it arrives at 15 km (from 782 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.88 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·0.333·0.20328·118=4.57×10−5. That runs from a 823 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.
AP flight time @ 10 km5.89 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·0.356·0.20328·152=3.79×10−5. That runs from a 782 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,919
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 mass152 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 coefficient0.356
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity782 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity823 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.9 s
1400 m / (66.0 kt × 2.6855) = 7.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed66.0 kt
Travel time to max range59.2 s
10500 m / (66.0 kt × 2.6855) = 59.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage142,664
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 17,833 = 142,664. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range72
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 20mm Oerlikon MK4 16x1 -> 107 DPS @ 2 km; 1in Mk2 Mod2 14x4 -> 176 DPS @ 3.1 km; 5in38 Mk24 4x1 -> 48 DPS @ 5 km; 5in38 Mk29 Mod0 2x2 -> 24 DPS @ 5 km.
AA DPS layered by range72 DPS @ 5 km, 248 DPS @ 3.1 km, 355 DPS @ 2 km
@ 5 km: 48 + 24 = 72; @ 3.1 km: 176 + 48 + 24 = 248; @ 2 km: 107 + 176 + 48 + 24 = 355. 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-blank355
107 + 176 + 48 + 24 = 355 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1120
107 × 2 + 176 × 3.1 + 48 × 5 + 24 × 5 = 1120. 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 range3.1 km

Secondary battery firepower

Max HE alpha1800
max(1800 (127 mm), 1800 (127 mm)) = 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
max(5% (127 mm), 5% (127 mm)) = 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 mm
max(21 mm (127 mm), 21 mm (127 mm)) = 21 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: 21 mm from the 127 mm family.
Open in Charting Tool

Ship Charts

Background

A heavy cruiser design created under Project CA-B. The ship outmatched the Baltimore-class ships in terms of her size and power, and she also carried torpedo armament.

Armor Beta

Hull HP 41,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern27 mm

Overmatched by 69+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel152 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–76 mm)2,400 (6% of HP)
Overmatched by 406mm+ AP (Colorado, Sinop)Angle bounces 380mm27 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)27 mm primary (range 6–152 mm)31,400 (75% of HP)
Overmatched by 406mm+ AP (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–127 mm)2,800 (7% of HP)
Overmatched by 406mm+ AP (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 40–152 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.
Superstructure16 mm1,500 (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 HP20,900 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 (127 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 (28 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 HP12,500 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 Anchorage. Cards are condensed; use each source link for full context.

Buff ×2Rework ×1Main Battery ×1
2023-09-28

Halloween Update: Spooky Waves

  • Based on your feedback and stats during the open test of Anchorage, her stats were changed prior to the release:
  • Main Battery Reload Time improved from 15.5 to 14.5 s.
  • 180-degree turret traverse time improved from 30 to 27 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Anchorage can equip.

  • Anchorage 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.