World of Warships: Legends ship guide

Andalucía

Also called: 安达卢西亚 Beta
Spain · Tier VIII · CB Cruiser · Tech Tree
Hydro cruiserSonar-first support: contest islands and smoke without spending detection.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2.15 sigma accuracySonarFast for the classHardened superstructureSlow reload
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Community Data

Andalucía Community Stats

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Playstyle

Overview

Andalucía is a Tier VIII Spanish heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best sigma in T8 CAs (2.1) and top-decile top speed in T8 CAs (36 kt).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5 km on ships, 3.5 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 234mm shells citadel cruisers on the wrong frame, and her 48,300-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Tight grouping

Sigma 2.15, best of T8 CAs. More shells land near aim.

Fast for the class

36.0 kt, top decile of T8 CAs. Lets you rotate flanks or escape disengagements.

Hardened superstructure

27.0 mm superstructure, top decile of T8 CAs. HE farms less.

Slow reload

21.6 s reload, bottom decile of T8 CAs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Andalucía

Andalucía is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Best listed chance for this ship

Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

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Cohort position

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Where Andalucía sits among Tier VIII CAs (33 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.

BestSigma2.15 (1/33) Top 10%Max speed36 kt (3/33) Top 25%Main dispersion130.8 m (9/33) Top 25%Engine power170,000 hp (7/33) Top 25%Turn-speed retention212.5 hp/m (5/33) Top 25%Power-to-weight8.26 hp/t (5/33) Top 25%Citadel belt177 mm (9/33) Bottom 25%Fires per minute7.17 (24/29) Bottom 25%HE alpha1,500 (21/26) Bottom 25%Flak per wave (expected)1,512 (27/33) Bottom 10%Main battery reload21.6 s (31/33) WorstSecondary fire chance5% (1 of 10 tied)
See 40 mid-pack stats

Not standouts for Andalucía -- 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 points48,300 HP(13/33) Concealment13.32 km(23/33) Air detection7.99 km(23/33) Rudder shift11.3 s(25/33) Traverse-to-turn ratio5.28 ×(20/33) Main battery caliber234 mm(13/33) Main battery range15.59 km(16/33) HE shell damage3,500(12/29) HE fire chance16%(14/29) HE DPM156,846(14/29) AP shell damage5,900(14/33) AP DPM264,398(22/33) Secondary DPM (per side)135,000(18/27) Secondary HE pen21 mm(13/26) AP velocity841 m/s(19/33) HE velocity841 m/s(17/29) Acceleration27.2 s(15/33) AP arming threshold39 mm(21/33) Displacement20,570 t(18/33) AP pen at 10 km369 mm(11/33) Effective HE DPM (incl. fire)215,620(15/29) AA DPS470(20/33) AA range5.2 km(13/33) AA threat1,637(25/33) Torpedo range8.01 km(13/19) Torpedo damage≈15,533(11/19) Torpedo speed62 kt(11/19) Torpedo reload106 s(13/19) Repair heal rate0.6 %/s(13/33) Max armor177 mm(13/33) Bow armor25 mm(19/33) Stern armor25 mm(21/33) Deck armor50 mm(19/32) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP fuse timer0.03 s(23 of 33 tied at this value) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value) NormTurn speed retained81%(30 of 33 tied at this value) NormSecondary range5 km(21 of 27 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit PointsInitial: 43,800 → 48,300
Displacement20,570 t
Armor range13–177 mm
Plate armor thicknesses13, 16, 25, 27, 30, 40, 50, 60, 64, 80, 110, 140, 177 mm
Armor material/layer entries49
Fire resistance40%
Fire duration30 s
Torp Reduction16%
Main Battery
ModuleArtillery: 234 mm/50 Mk.XII
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 26 s → 24 s
Firing range (base)14.2 km
Firing range (top fire control)15.6 km
Turret traverse7 °/s
Shells in Rack2
Ready Rack Reload2.5 s
AP pen max range298 mm
HE fire DPM vs T8 BB29510
Effective HE DPM vs T8 BB108260
Shell Grouping (σ)2.15
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1417030·81.11000+1.1)·30=130.8m
130.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.8·0.6=78.5m
78.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =130.8·0.302(σ=2.15)=39.5m
39.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.5·0.302(σ=2.15)=23.7m
23.7 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 37.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 21.6 s all-upgrades reload) cycle = 44.8.
Initial: 37.9 → 44.8
Ready-rack burst alpha
ƒ2 rack salvos x 9 broadside guns x 5,900 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.
106,200
Burst window
ƒ(2-1) gaps x 2.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.
2.5 s
HE shells
HE Damage3,500
HE Velocity841 m/s
Fire Chance16%
HE penetration
ƒ39 mm ≈ 234 mm caliber / 6 (standard HE penetration ratio).
39 mm
HE full-salvo alpha
ƒ3,500 HE damage x 9 broadside guns = 31,500.
31,500
HE DPM
ƒZero upgrades: 31,500 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 132,632. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 31,500 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 21.6 s all-upgrades reload) cycle = 156,846.
Initial: 132,632 → 156,846
Fires/min
ƒZero upgrades: 37.9 shells/min x 16% fire chance = 6.06. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 44.8 shells/min x 16% fire chance = 7.17.
Initial: 6.06 → 7.17
AP shells
AP Damage5,900
AP Velocity841 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold39 mm
AP overmatch
ƒfloor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
16 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2950·185.30.69·0.2341.07·8411.38=556.9mm. Matches the in-game spec card.
556.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.5 km), where the shell has slowed to 498.6 m/s: P=107·2950·185.30.69·0.2341.07·498.61.38=270.7mm.
270.7 mm
AP full-salvo alpha
ƒ5,900 AP damage x 9 broadside guns = 53,100.
53,100
AP DPM
ƒZero upgrades: 53,100 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 223,579. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 53,100 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 21.6 s all-upgrades reload) cycle = 264,398.
Initial: 223,579 → 264,398
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.
35
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time106 s
Projectile speed62 kt
Range8.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=46,600·0.333=15,533.
≈ 15,533
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
16,633
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6=8.1 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. Torpedo flood 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. Not shown on the in-game port screen.
279%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.
62,132
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (92×3.5×0.9) + (33×3.5×0.85) + (26×3.5×0.9) = 470. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
470
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
20 mm/65 Breda Model 1935Initial: 20 mm/65 Model 1939 (16×1) → 20 mm/65 Breda Model 1935 (16×2)
37 mm/54 Model 19396×4 37mm
37 mm/54 Model 1938 (upgraded hull only)6×2 37mm
128 mm/61 KM40 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 128mm
Far aura
Guns128 mm/61 KM40 (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 82 from dual-purpose secondaries firing as AA in this range band.
82
Range5.2 km
Medium aura
Guns37 mm/54 Model 1938 + 37 mm/54 Model 1939
Continuous DPS
ƒEffective DPS: 92 raw aura damage × 3.5 × 0.9 hit probability = 290 - the same in-game units as the Close-range AA DPS headline.
Initial: 268 → 290
Range3.5 km
Total DPS in Aura
ƒFar 82 + Medium 290 = 372
372
Near aura
Guns20 mm/65 Breda Model 1935
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.85 hit probability = 98 - the same in-game units as the Close-range AA DPS headline.
Initial: 65 → 98
Range2 km
Total DPS in Aura
ƒFar 82 + Medium 290 + Near 98 = 470
470
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop.
2.5-5.2 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
128 mm/61 KM40 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 128mm
Caliber128 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen21 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 power170,000 hp
Maximum speed36 kt
Turning circle radius800 m
Rudder shift time11.3 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
27.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
44.6 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.0·0.5144800=1.33°/s, so ratio=ωturretωhull=71.33=5.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.3× slow
Concealment
Detectability by sea13.32 km
Detectability by air7.99 km
Smoke firing penalty8.43 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.32 km
Detect Fire Sea15.32 km
Detect Fire Air10.99 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 8,114 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 16,228 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 290 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (48,300 HP) per second = 290 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter3 charges · 80 s reload · 90 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
Module options (3)

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

HullUpgrade
  • Hit points43,800 → 48,300
  • Rudder shift20.6 → 14.7 s
  • Close-range AA DPS107 → 125
Fire controlUpgrade
  • Main battery range14,170 → 15,587 m
ArtilleryUpgrade
  • Base reload26 → 24 s

See all derived stats

Show

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

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)2.15
Max Horiz Disp130.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1417030·81.11000+1.1)·30=130.8m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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.
Max Vert Disp78.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.8·0.6=78.5m
Shell scatter height @ 10 km55.2 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.
Med Horiz Disp39.5 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =130.8·0.302(σ=2.15)=39.5m
Med Vert Disp23.7 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.5·0.302(σ=2.15)=23.7m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close556.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2950·185.30.69·0.2341.07·8411.38=556.9mm. Matches the in-game spec card.
AP Pen Far270.7 mm
Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 498.6 m/s: P=107·2950·185.30.69·0.2341.07·498.61.38=270.7mm.
AP pen 5 km457 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km369 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km304 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration39 mm
39 mm ≈ 234 mm caliber / 6 (standard HE penetration ratio).
AP overmatch16 mm
floor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius35
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 alpha31,500
3,500 HE damage x 9 broadside guns = 31,500.
AP full-salvo alpha53,100
5,900 AP damage x 9 broadside guns = 53,100.
HE DPMInitial: 132,632 → 156,846
Zero upgrades: 31,500 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 132,632. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 31,500 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 21.6 s all-upgrades reload) cycle = 156,846.
AP DPMInitial: 223,579 → 264,398
Zero upgrades: 53,100 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 223,579. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 53,100 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 21.6 s all-upgrades reload) cycle = 264,398.
Shells/minInitial: 37.9 → 44.8
Zero upgrades: 9 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 37.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 21.6 s all-upgrades reload) cycle = 44.8.
Fires/minInitial: 6.06 → 7.17
Zero upgrades: 37.9 shells/min x 16% fire chance = 6.06. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 44.8 shells/min x 16% fire chance = 7.17.
Ready-rack burst alpha106,200
2 rack salvos x 9 broadside guns x 5,900 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.
Burst window2.5 s
(2-1) gaps x 2.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range49.7 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 damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.
Per-side salvo damage62,132
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.

AA defense

Close-range AA DPS470
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (92×3.5×0.9) + (33×3.5×0.85) + (26×3.5×0.9) = 470. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1637
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)135,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 128 mm (6/side) × 60/4 × 1500 = 135,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 128 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 128 mm family.
Max HE pen21 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 128 mm family.

Armor Beta

Hull HP 43,80048,300 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.

Bow & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel110 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–50 mm)3,000 (6% of HP)
Overmatch not possible in its bracketAngle 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 16–177 mm)36,200 (75% of HP)
Overmatch not possible in its bracketAngle 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 25–80 mm)2,400 (5% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel110 mm primary (range 13–177 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.
Superstructure27 mm primary (range 27–50 mm)3,700 (8% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP24,200 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 (128 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.
Rudder (module)separate HP pool, does not drain ship HP14,500 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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×2Main Battery ×2
2026-04-30

Ministry of Balance: Viva la Marina!

  • Stock main battery reload time reduced from 28 to 26 s.
  • Upgraded main battery reload time reduced from 26 to 24 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Andalucía 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.