Andalucía
Beta- Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Open-water broadside trading
Andalucía Community Stats
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Andalucía Community Stats
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
Sigma 2.15, best of T8 CAs. More shells land near aim.
36.0 kt, top decile of T8 CAs. Lets you rotate flanks or escape disengagements.
23.4 s reload, worst of T8 CAs. Salvos punish more, but cycle is slower than peers.
136154 AP DPM, bottom decile of T8 CAs. Citadel windows matter more than spam.
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
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
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Spanish Cruiser Big Crate
0.5%
VIII Andalucía
Early access containers · Spanish Cruiser Big Crate
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Spanish Cruiser crate
0.01%
VIII Andalucía
Early access containers · Spanish Cruiser crate
Official WG availability sources
- Spanish Wave: Early Access Cruisers, Calendar, and Collection Early Access Start: 2025-09-05 · End: 2025-10-01 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Spanish Cruiser Big Crate 0.5% · VIII Andalucía
- Spanish Cruiser crate 0.01% · VIII Andalucía
Builds Beta
Build for accuracy, reload/burst value, range, speed, consumable utility, and survivability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.8 × 0.6 = 78.5 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.8 × 0.302 (σ=2.15) = 39.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.5 × 0.302 (σ=2.15) = 23.7 mƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
9 broadside guns x 60 / 26 s base reload = 20.8.HE shells
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39 mm ≈ 234 mm caliber / 6 (standard HE penetration ratio).ƒ
3,500 HE damage x 9 broadside guns = 31,500.ƒ
31,500 HE full-salvo alpha x 60 / 26 s base reload = 72,692.ƒ
31,500 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 80,769.ƒ
9 HE shells x 60 / 26 s reload x 16% fire chance = 3.32.AP shells
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floor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
5,900 AP damage x 9 broadside guns = 53,100.ƒ
53,100 AP full-salvo alpha x 60 / 26 s base reload = 122,538.ƒ
53,100 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 136,154.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 26 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 26 + Medium 92 = 118ƒ
Far 26 + Medium 92 + Near 33 = 151ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
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
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
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.8 × 0.6 = 78.5 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.8 × 0.302 (σ=2.15) = 39.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.5 × 0.302 (σ=2.15) = 23.7 mStandard cruiser dispersion baseline.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.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.39 mm ≈ 234 mm caliber / 6 (standard HE penetration ratio).floor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.3,500 HE damage x 9 broadside guns = 31,500.5,900 AP damage x 9 broadside guns = 53,100.31,500 HE full-salvo alpha x 60 / 26 s base reload = 72,692.53,100 AP full-salvo alpha x 60 / 26 s base reload = 122,538.31,500 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 80,769.53,100 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 136,154.9 broadside guns x 60 / 26 s base reload = 20.8.9 broadside guns x 60 / 23.4 s installed Artillery reload = 23.1.9 HE shells x 60 / 26 s reload x 16% fire chance = 3.32.9 HE shells x 60 / 23.4 s installed reload x 16% fire chance = 3.69.2 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.(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
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 128 mm family.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.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 43,800 → 48,300 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 |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 177 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). |
| Superstructure | 27 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 HP | 24,200 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 14,500 module HP | Incapacitated at 0 HP | When 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.
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.
Skins & permanent camouflages
Every custom exterior Andalucía can equip, from in-game data.
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.
