World of Warships: Legends ship guide

Arkansas

Also called: 阿肯色 Beta
U.S.A. · Tier III · Battleship · Premium
AP-DPM battleshipPunish every broadside with main-battery throughput; keep the guns reloading on targets.
Playstyle
  • Hold 10-13 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
Heavy AP penHigh AP DPMHigh HE DPM (sidearm)High HP poolDeep effective HPShort gun range
On this page
Community Data

Arkansas Community Stats

Across 6,200+ Standard battles from 150+ players, Arkansas averages a 65% win rate, 52,200 damage and 1.6 kills per battle, and survives 49% of them.

Community Data

Arkansas Community Stats

Log in to GamingDiver and upload your data to see Community Data for Arkansas: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Arkansas is a Tier III American AP-DPM battleship (199,200 AP DPM): her main battery throughput is cohort-best, so the kit pays out by punishing every broadside she catches rather than waiting for a perfect alpha salvo. Keep the guns reloading on targets, not on cover. She also puts out cohort-strong HE (100,800 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: deep effective HP in T3 BBs (62,196, 3rd of 18) and fast AP shells in T3 BBs (5 s, 1st of 18). The trade is short gun range in T3 BBs (13.2 km, 17th of 18).

Positioning

Hold 10-13 km on a flank with firing arcs into rotating cruisers and broadside BBs. The kit's value is salvo cycle count, so prioritize a position where the next reload always has a target; bow on between salvos and trade angles rather than holding broadside for a single shot. With 17.8 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Taking the long way round the map edge to flank

At 20.5 kn five minutes of sailing buys about 3.2 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

ELITE MAIN BATTERY ↗
  • AP DPM machine · 199200 AP
  • HE DPM machine · 100800 HE
  • Fast AP shells · 4.98 s
  • Flat AP shells · 884 m/s
ELITE HP ↗
  • High HP pool · 43800 HP
  • Deep effective · 62196 effective
Tighter secondary dispersion ↗

85.8 m secondary dispersion at max secondary range, top decile of T3 BBs. Lower is tighter: the auto-fire cone is narrower, so more of each burst lands on the target. This is DISPERSION, not sigma -- secondary sigma is the separate 'Sharp secondaries' trait.

Short gun range ↗

13.2 km main battery reach, bottom quartile of T3 BBs. Outranged by peers; close distance or lean on terrain.

Sluggish rudder ↗

17.8 s rudder shift, worst of T3 BBs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Arkansas

Arkansas is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: 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

Official WG availability sources
  • December 2019 Update Patchnotes Crates Start: 2020-01-27
    • Secret Santa Container (not purchasable directly) offers tier III and IV premium ships and other various goods.
    • Yubari, Arkansas, G-101, Iwaki, Texas, Marblehead
  • June Update: Wings Over Waves Store / event post Start: 2024-05-23
    • These include new Commonwealth Tier VII destroyer Haida in her thematic permanent camouflage with a counter for defeated ships, along with Texas, Warspite, Belfast, Błyskawica, and Arkansas.
    • These ships will be available in special bundles that also grant access to unique missions.
  • D-Day: 80th Anniversary Store / event post Start: 2024-05-27
    • Besides Haida, you’ll find several other ships in the Store that also participated in the Normandy landings: Texas, Warspite, Belfast, Błyskawica, and Arkansas. Throughout this update, these ships will be available in special bundles that also grant access to unique missions with Commander crates as rewards.
  • Halloween Update: Crimson Tale Store / event post Start: 2024-10-10
    • Visit the Store to discover ships that participated in historical battles and operations: Oklahoma, Texas, Agincourt, Kawachi, G-101, Bellerophon, Warspite, Arizona, Giulio Cesare, Viribus Unitis, South Carolina, Aurora, Oleg, and Arkansas.
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.

Open in Build Tool →

Commanders frequently paired with this ship William SimsWillis LeeAL ColoradoAL New Jersey

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 Arkansas sits among Tier III BBs (17 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.

BestAP DPM199,200 (1 of 2 tied) BestSecondary dispersion bracket8.4 (1/18) BestAP velocity884 m/s (1 of 2 tied) Top 25%Hit points43,800 HP (3/18) Top 25%HE DPM100,800 (3/18) Top 25%Main dispersion191.8 m (5/18) Top 25%AP pen at 10 km340 mm (3/18) Top 25%Effective HE DPM (incl. fire)135,442 (5/18) Top 25%Citadel belt279 mm (5/18) Bottom 25%Max speed20.5 kt (15/18) Bottom 25%Main battery range13.18 km (17/18) Bottom 25%Acceleration (0-12 kt)18.8 s (15/17) Bottom 25%Power / turn radius47.5 hp/m (15/17) Bottom 25%Displacement27,680 t (15/18) Bottom 25%Power-to-weight1.01 hp/t (15/17) WorstRudder shift17.8 s (18/18) WorstNo AA (3 of 18 in cohort)
See 25 mid-pack stats

Not standouts for Arkansas -- 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.

Concealment12.51 km(11/18) Smoke fire bloom9.55 km(13/18) Air detection10.01 km(13/18) Turning circle590 m(9/18) Main battery caliber305 mm(9/18) Main battery reload30 s(11/18) Sigma1.5(14/18) HE shell damage4,200(11/18) HE fire chance22%(14/18) Fires per minute5.28(9/18) AP shell damage8,300(7/18) Secondary DPM (per side)162,000(7/18) Secondary HE alpha1,800(9/17) Secondary fire chance6%(13/17) Secondary HE pen21 mm(11/17) HE velocity884 m/s(6/18) Time to 90% speed34.3 s(11/17) AP arming threshold51 mm(10/18) Engine power28,000 hp(11/17) Secondary range4.5 km(7/18) Repair charges3(9/18) Max armor292 mm(11/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit Points43,800
Displacement27,680 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.
171.3 x 28.4 m (published figure)
Armor range13–292 mm
Plate armor thicknesses13, 19, 21, 23, 25, 28, 30, 38, 51, 76, 89, 165, 229, 279, 292 mm
Armor material/layer entries49
Fire resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. 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.
10%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 43,800 HP = 7,884 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 43,800 HP = 8,760 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.29 hull torpedo-damage coefficient / 0.333 unprotected baseline = 13%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
13%
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.
21,900
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.
13,100
Effective HP
ƒBase 43,800 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 43,800 HP = 6,132 HP per charge, × 3 charges = 18,396 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.
48,667–62,196
Repairable: penetration50%
Repairable: citadel10%
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 × 1,300 = 2,600), 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.
1,300
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 × 5,100 = 10,200), 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.
5,100
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,400 = 8,800), 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.
4,400
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 × 32,900 = 65,800), 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.
32,900
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 × 1,200 = 2,400), 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.
1,200
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 × 1,100 = 2,200), 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.
1,100
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: 305 mm Mk7
Mounts / barrels6 mounts / 12 barrels
Reload time30 s
Firing range13.2 km
Turret traverse4 °/s
Turret armor305 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.
±143°, ±125°, ±130°, ±150°, ±141°, ±144°
Guns to bear
ƒ180° − 125° (the most restricted aft-facing mount's arc) = 55° off bow; 180° − 130° (the most restricted forward-facing mount's arc) = 50° 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.
55° off bow / 50° off stern
Shell Grouping (σ)1.5
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (13.2 km) shells land in an ellipse about 192 m wide and 115 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California, Collingwood and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1318330·12−21000+2)·30=191.8m
191.8 m at 13.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =191.8·0.6=115.1m
115.1 m at 13.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =191.8·0.61.5=76.7m
76.7 m at 13.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =115.1·0.61.5=46m
46 m at 13.2 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
HE shells
HE alpha4,200
HE Velocity884 m/s
Fire Chance22%
HE fire DPM vs T3 BB34642
Effective HE DPM vs T3 BB135442
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,200 HE damage x 12 broadside guns = 50,400.
50,400
HE DPM
ƒ50,400 HE full-salvo alpha x 60 / 30 s base reload = 100,800.
100,800
Fires/min
ƒ24 shells/min × 0.22 (22% fire chance) = 5.28.
5.28
AP shells
AP alpha8,300
AP Velocity884 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2226·394.60.69·0.305−1.07·8841.38=571.2mm.
571.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 544.4 m/s: P=10−7·2226·394.60.69·0.305−1.07·544.41.38=292.6mm.
292.6 mm at 13.2 km
AP full-salvo alpha
ƒ8,300 AP damage x 12 broadside guns = 99,600.
99,600
AP DPM
ƒ99,600 AP full-salvo alpha x 60 / 30 s base reload = 199,200.
199,200
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.
40
S
Secondary Battery
Mounts21
Firing range4.5 km
Shell Grouping (σ)1
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: 21×1 127 mm (10.5/side) × 60/7 s × 1800 = 162,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
162,000
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 5.4 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 35,429. 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.
35,429
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 162,000 + secondary fire DPM 35,429 = 197,429: shell damage plus fire damage against one T3 battleship, every shell hitting.
197,429
127 mm Mk721×1 127mm
Caliber127 mm
Reload time7 s
HE alpha1,800
Muzzle Velocity960 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ21×1 barrels / 2 sides × 60 / 7 s × 0.06 (6% fire chance) = 5.4. 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.
5.4
HE Pen21 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 8.4 + 48. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Arkansas / Graf Zeppelin (unique formula)
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 8.4 + 48 = 85.8 m.
85.8 m
Maneuverability
Engine power28,000 hp
Maximum speed20.5 kt
Turning circle radius590 m
Rudder shift time17.8 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 20.5 / 4 + 4.9 = 10.0 kt. Base value; speed modifiers scale it.
10.0 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.
49 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.4 kt of 20.5 kt).
34.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.3 kt of 20.5 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.
55.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.8 = +0.2°/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 (+0.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.51 km x 0.955 = 11.95 km. Camouflage does not change detectability by air.
12.51 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.51 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.95 km.
11.95 km
Detectability by air10.01 km
Smoke firing penalty9.55 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.51 km) = 13.18 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.18 km
Detect when firing (air)
ƒAir detectability 10.01 km + gun-firing bloom 6.1 km = 16.11 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
16.11 km
Detect when on fire (sea)
ƒSea detectability 12.51 km + 2.0 km while burning = 14.51 km.
14.51 km
Detect when on fire (air)
ƒAir detectability 10.01 km + 3.0 km while burning = 13.01 km.
13.01 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,132 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 43,800 HP = 6,132 HP: up to 14% of max HP restored per charge.
· 18,396 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 43,800 HP = 18,396 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 219 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 43,800 HP = 219 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 height @ 5 km47 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=0.5·13183=6592 m, and radiusOnMax=0.6 at 13183 m. Below the kink: k=0.2+(0.5−0.2)·50006592=0.4276, so σV=σH·k=110·0.4276=47m.
Shell scatter height @ 10 km88.3 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=0.5·13183=6592 m, and radiusOnMax=0.6 at 13183 m. Above the kink: k=0.5+(0.6−0.5)·10000−659213183−6592=0.5517, so σV=σH·k=160·0.5517=88.3m.
AP pen 5 km439 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 =10−7·2226·394.60.69·0.305−1.07·730.51.38=439mm, where 730.5 m/s is the shell's speed when it arrives at 5 km (from 884 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 km340 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 =10−7·2226·394.60.69·0.305−1.07·607.51.38=340mm, where 607.5 m/s is the shell's speed when it arrives at 10 km (from 884 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km4.98 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·0.337·0.30528·394.6=3.12×10−5. That runs from a 884 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.
HE flight time @ 10 km4.98 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·0.337·0.30528·394.6=3.12×10−5. That runs from a 884 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
6 mounts × 2 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,226
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 mass394.6 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 coefficient0.337
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity884 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity884 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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.
taperDist3,500 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.

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 chance6%
max(6% (127 mm), 6% (127 mm)) = 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% 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 dreadnought with good armor, reasonably good armament for her time, and balanced performance, typical of U.S. Navy battleships. Due to a lack of AA armament, the ship was vulnerable to air strikes.

Armor Beta

Hull HP 43,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern19 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel279 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–51 mm)≈ 2,190 (~5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)229 mm primary (range 25–279 mm)≈ 32,850 (~75% of HP)
No common AP caliber overmatches229 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–89 mm)≈ 2,190 (~5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel279 mm primary (range 13–279 mm)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.
Superstructure13 mm primary (range 13–292 mm)no cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Arkansas can equip.

  • Arkansas 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.