World of Warships: Legends ship guide

Andalucía

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
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 accuracySonarDefensive AASlow reload
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).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5.6 km on ships, 3.9 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.

Slow reload

23.4 s reload, worst of T8 CAs. Salvos punish more, but cycle is slower than peers.

Low AP DPM

136154 AP DPM, bottom decile of T8 CAs. Citadel windows matter more than spam.

Acquisition

How to get Andalucía

Andalucía is available in the Ready Rack Cruisers branch of the Spain Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. 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.

Show Spain tech-tree branch diagram
Spain Tech Tree

Andalucía sits in the Ready Rack Cruisers branch. The highlighted path shows the local branch context inside the full Spain tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for accuracy, reload/burst value, range, speed, consumable utility, and survivability.

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Cohort position

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Where Andalucía sits among Tier VIII CAs (27 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 (1/27) Top 10%Max speed36 kt (3/27) Top 25%Engine power170,000 hp (5/27) Top 25%Turn-speed retention212.5 hp/m (4/27) Top 25%Power-to-weight8.26 hp/t (5/27) Top 25%Citadel belt177 mm (7/27) Bottom 25%Deck armor64 mm (21/26) WorstMain battery reload23.4 s (1 of 2 tied) WorstFires per minute3.69 (25/25) WorstHE DPM80,769 (25/25) WorstAP DPM136,154 (27/27) WorstSecondary fire chance5% (1 of 7 tied)
See 36 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(10/27) Concealment13.32 km(19/27) Air detection7.99 km(19/27) Rudder shift14.7 s(20/27) Traverse-to-turn ratio5.28 ×(16/27) Main battery caliber234 mm(9/27) Main battery range15.59 km(14/27) HE shell damage3,500(8/25) HE fire chance16%(10/25) AP shell damage5,900(10/27) Main dispersion130.8 m(9/27) Secondary DPM (per side)135,000(14/21) HE alpha1,500(15/20) Secondary HE pen21 mm(9/20) AP velocity841 m/s(15/27) HE velocity841 m/s(15/25) Acceleration11.5 s(21/27) AP arming threshold39 mm(19/27) Displacement20,570 t(16/27) AA DPS470(15/27) AA range5.2 km(11/27) AA threat1,637(20/27) Torpedo range8.01 km(12/16) Torpedo damage16,633(9/16) Torpedo speed62 kt(9/16) Torpedo reload106 s(11/16) Repair heal rate0.6 %/s(11/27) Max armor177 mm(11/27) Bow armor25 mm(17/27) Stern armor25 mm(20/27) NormSecondary dispersion bracket57(16 of 21 tied at this value) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(21 of 27 tied at this value) NormAP auto-bounce angle60°(20 of 27 tied at this value) NormSecondary range5 km(17 of 21 tied at this value) NormRepair charges2(25 of 27 tied at this value)

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

Sonar 5.56 kmRepair 2Def-AAFighter
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%
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.
24,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
14,500
Main Battery
ModuleArtillery: 234 mm/50 Mk.XII
Mounts / barrels3 mounts / 9 barrels
Reload time26 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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.15
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14170/30·(8−1.1)/1000 + 1.1)·30 = 130.8 m
130.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.8 × 0.6 = 78.5 m
78.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.8 × 0.302 (σ=2.15) = 39.5 m
39.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.5 × 0.302 (σ=2.15) = 23.7 m
23.7 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 / 26 s base reload = 20.8.
20.8
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
Base HE DPM
ƒ31,500 HE full-salvo alpha x 60 / 26 s base reload = 72,692.
72,692
Installed HE DPM
ƒ31,500 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 80,769.
80,769
Base fires/min
ƒ9 HE shells x 60 / 26 s reload x 16% fire chance = 3.32.
3.32
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2950 × 185.3^0.69 × 0.234^-1.07 × 841^1.38 = 556.9 mm. 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: 1e-7 × 2950 × 185.3^0.69 × 0.234^-1.07 × 498.6^1.38 = 270.7 mm.
270.7 mm
AP full-salvo alpha
ƒ5,900 AP damage x 9 broadside guns = 53,100.
53,100
Base AP DPM
ƒ53,100 AP full-salvo alpha x 60 / 26 s base reload = 122,538.
122,538
Installed AP DPM
ƒ53,100 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 136,154.
136,154
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 damage15,533 (est.)
Alpha damage46,600
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
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.
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)6×2 128mm
Far aura
DPS
ƒIncludes 26 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
26
Range5.2 km
Medium aura
DPSInitial: 85 → 92
Range3.5 km
Total DPS in Aura
ƒFar 26 + Medium 92 = 118
118
Near aura
DPSInitial: 22 → 33
Range2 km
Total DPS in Aura
ƒFar 26 + Medium 92 + Near 33 = 151
151
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
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 moduleEngine: 170,000 hp
Engine power170,000 hp
Maximum speed36 kt
Turning circle radius800 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.3× slow
Concealment
Detectability by sea13.32 km
Detectability by air7.99 km
Smoke firing penalty8.43 km
Detect after firing main guns13.32 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 · 0.6% heal per second · 16.8% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 100 s active · 5.56 km ship detect · 3.89 km torpedo detect
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
Module options (2)

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
  • Turret traverse7 → 9 °/s
Fire controlUpgrade
  • Main battery range14,170 → 15,587 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)2.15
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp130.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14170/30·(8−1.1)/1000 + 1.1)·30 = 130.8 m
Max Vert Disp78.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.8 × 0.6 = 78.5 m
Med Horiz Disp39.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.8 × 0.302 (σ=2.15) = 39.5 m
Med Vert Disp23.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.5 × 0.302 (σ=2.15) = 23.7 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close556.9 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 × 2950 × 185.3^0.69 × 0.234^-1.07 × 841^1.38 = 556.9 mm. 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: 1e-7 × 2950 × 185.3^0.69 × 0.234^-1.07 × 498.6^1.38 = 270.7 mm.
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.
Base HE DPM72,692
31,500 HE full-salvo alpha x 60 / 26 s base reload = 72,692.
Base AP DPM122,538
53,100 AP full-salvo alpha x 60 / 26 s base reload = 122,538.
Installed HE DPM80,769
31,500 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 80,769.
Installed AP DPM136,154
53,100 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 136,154.
Base shells/min20.8
9 broadside guns x 60 / 26 s base reload = 20.8.
Installed shells/min23.1
9 broadside guns x 60 / 23.4 s installed Artillery reload = 23.1.
Base fires/min3.32
9 HE shells x 60 / 26 s reload x 16% fire chance = 3.32.
Installed fires/min3.69
9 HE shells x 60 / 23.4 s installed reload x 16% fire chance = 3.69.
Ready-rack burst alpha106,200
2 shells in rack x 9 broadside guns x 5,900 AP damage. Total damage the ship can deliver off the rack before reverting to base reload.
Burst window2.5 s
(2 shells - 1) x 2.5 s rack reload. Wall-clock duration from the first rack salvo to the last; 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage62,132
per-side salvo x per-torpedo simulated damage.

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.
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

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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–50 mm)3,000 (6% of HP)
Overmatched by 380mm+ (Bismarck, 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 16–177 mm)36,200 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)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 25–80 mm)2,400 (5% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel177 mm primary (range 13–177 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
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.

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 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.