World of Warships: Legends ship guide

ARP Nachi

Beta
Japan · Tier VI · CA Cruiser · Premium
Improved-AP cruiserBuilt around an AP fuse that punishes cruiser sides; skip HE and fish citadels.
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
Long torps (10 km)Wide always-pen zoneSonarDefensive AAPunchy HE secondariesWide dispersion
Arpeggio collaboration variant

Collaboration ships are kept separate from base hulls unless an official collaboration source clearly ties the variant to that page.

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Community Data

ARP Nachi Community Stats

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Playstyle

Overview

ARP Nachi is a Tier VI Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Lean on AP into broadsides and short-angled cruisers - HE-spamming this hull leaves the cohort's best damage tool on the rack. Sonar (4.2 km on ships and 3 km on torpedoes, 94 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: top-decile punchy HE secondaries in T6 CAs (2,100) and top-decile AP guaranteed-ricochet angle in T6 CAs (70°).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.2 km on ships, 3 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 203mm shells citadel cruisers on the wrong frame, and her 36,200-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

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, shared by 7/43 T6 CAs.

ELITE SECONDARIES
  • Punchy HE · 2100.0 max
  • Punch-through secondaries · 21.0 mm
Late auto-bounce

70.0° AP guaranteed ricochet angle, top decile of T6 CAs. Auto-bounce kicks in later than peers'.

Extra heal charges

3.0 Repair Party charges, top decile of T6 CAs. More total HP available across a match.

Wide dispersion

Shell pattern widens about 9.18 m per km of range, bottom decile of T6 CAs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Visible torps

1.6 km torpedo detect, bottom decile of T6 CAs. Easy to dodge if targets are looking.

Acquisition

How to get ARP Nachi

ARP Nachi 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.

Best listed chance for this ship

  • Arpeggio II crate 2.5% Arpeggio II Premium Ship Collaboration · Arpeggio II crate · 1 of 2 ships
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

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

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Cohort position

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Where ARP Nachi sits among Tier VI CAs (43 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 fuse timer0.03 s (1 of 21 tied) Top 10%AP auto-bounce angle70° (4/42) Top 10%Repair charges3 (2/13) Top 25%Max speed35 kt (8/43) Top 25%Concealment10.98 km (6/43) Top 25%Rudder shift7.2 s (7/43) Top 25%AP DPM294,286 (8/42) Top 25%HE alpha2,100 (5/38) Top 25%Secondary fire chance8% (9/38) Top 25%Secondary HE pen21 mm (9/38) Top 25%AP ricochet start55° (7/42) Top 25%Engine power130,000 hp (7/43) Top 25%Turn-speed retention166.7 hp/m (9/43) Top 25%Torpedo damage≈15,933 (9/33) Bottom 25%Main battery range14.5 km (36/43) Bottom 25%Secondary DPM (per side)67,200 (30/38) Bottom 25%Displacement15,807 t (34/43) WorstTraverse-to-turn ratio3.02 × (1 of 5 tied)
See 28 mid-pack stats

Not standouts for ARP Nachi -- 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 points36,200 HP(13/43) Air detection7.19 km(25/43) Main battery caliber203 mm(14/43) Main battery reload10.5 s(21/43) Sigma2(23/43) HE shell damage2,500(23/39) HE fire chance10%(29/39) Fires per minute5.71(28/39) HE DPM142,857(16/39) Main dispersion133.1 m(25/43) AP velocity840 m/s(29/42) HE velocity840 m/s(27/39) Acceleration26.7 s(32/43) AP arming threshold34 mm(29/42) Power-to-weight8.22 hp/t(17/43) AP pen at 10 km196 mm(18/42) Effective HE DPM (incl. fire)185,557(19/39) AA DPS268(23/43) AA range5 km(15/43) AA threat956(22/43) Flak per wave (expected)756(25/42) Torpedo range9.99 km(11/33) Torpedo speed62 kt(13/33) Torpedo reload82 s(15/33) Repair heal rate1 %/s(6/13) Max armor102 mm(30/43) NormTurn speed retained81%(39 of 43 tied at this value) NormSecondary range4.5 km(26 of 38 tied at this value)
Survivability
Hit Points36,200
Displacement15,807 t
Armor range6–102 mm
Plate armor thicknesses6, 13, 16, 19, 21, 25, 30, 32, 35, 38, 40, 50, 57, 63, 76, 89, 102 mm
Armor material/layer entries59
Fire resistance30%
Fire duration30 s
Torp Reduction13%
Main Battery
ModuleArtillery: 203 mm 3rd Year Type mod. C
Mounts / barrels5 mounts / 10 barrels
Reload time10.5 s
Firing range14.5 km
Turret traverse4 °/s
HE fire DPM vs T6 BB42732
Effective HE DPM vs T6 BB185589
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1450030·81.11000+1.1)·30=133.1m
133.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.1·0.6=79.8m
79.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =133.1·0.319(σ=2)=42.5m
42.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =79.8·0.32(σ=2)=25.5m
25.5 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ10 broadside guns x 60 / 10.5 s base reload = 57.1.
57.1
HE shells
HE Damage2,500
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,500 HE damage x 10 broadside guns = 25,000.
25,000
HE DPM
ƒ25,000 HE full-salvo alpha x 60 / 10.5 s base reload = 142,857.
142,857
Fires/min
ƒ57.1 shells/min x 10% fire chance = 5.71.
5.71
AP shells
AP Damage5,150
AP Velocity840 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
Improved AP FuseYes
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2468·125.850.69·0.2031.07·8401.38=414.7mm. Matches the in-game spec card.
414.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.1 km), where the shell has slowed to 369.1 m/s: P=107·2468·125.850.69·0.2031.07·369.11.38=133.3mm.
133.3 mm
AP full-salvo alpha
ƒ5,150 AP damage x 10 broadside guns = 51,500.
51,500
AP DPM
ƒ51,500 AP full-salvo alpha x 60 / 10.5 s base reload = 294,286.
294,286
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.
24
Torpedoes
ModuleTorpedoes: 610 mm triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time82 s
Projectile speed62 kt
Range9.99 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=47,800·0.333=15,933.
≈ 15,933
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.
17,233
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km62 kt×2.6=9.9 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.
9.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.87 per hit, shown as 2.87×100=287%. 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.
287%
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 = 6 x 15,933 = 95,598.
95,598
AA Defense
AA mount points38
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (64×3.5×0.9) + (21×3.5×0.9) = 268. 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.
268
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 14×3 25mm
25 mm/60 Type96 mod. 126×1 25mm
25 mm Type96 mod. 18×2 25mm
127 mm Type89 mod. A1 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 127mm
Far aura
Guns127 mm Type89 mod. A1 (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 66 from dual-purpose secondaries firing as AA in this range band.
66
Range5 km
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 64 raw aura damage × 3.5 × 0.9 hit probability = 202 - the same in-game units as the Close-range AA DPS headline.
202
Range3.1 km
Total DPS in Aura
ƒFar 66 + Medium 202 = 268
268
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 210 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 × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
127 mm Type89 mod. A1 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 127mm
Caliber127 mm
Reload time7.5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power130,000 hp
Maximum speed35 kt
Turning circle radius780 m
Rudder shift time7.2 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 (31.5 kt of 35 kt), from our in-house acceleration model.
26.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
43.6 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·35.0·0.5144780=1.32°/s, so ratio=ωturretωhull=41.32=3.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.0× drags
Concealment
Detectability by sea10.98 km
Detectability by air7.19 km
Smoke firing penalty6.06 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.98 km
Detect Fire Sea12.98 km
Detect Fire Air10.19 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 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
Repair Party3 charges · 80 s reload · 20 s active · 7,240 HP (20% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (20 s) = up to 20% of max HP restored per charge.
· 21,720 HP (60% of max HP) total heal (all charges)
ƒ20% per charge x 3 charges = up to 60% of max HP if the whole Repair Party loadout is used.
· 362 HP/s (1% of max HP) heal per second
ƒ1% of max HP (36,200 HP) per second = 362 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

See all derived stats

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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
Max Horiz Disp133.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1450030·81.11000+1.1)·30=133.1m
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 Disp79.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.1·0.6=79.8m
Shell scatter height @ 10 km54.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp42.5 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =133.1·0.319(σ=2)=42.5m
Med Vert Disp25.5 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =79.8·0.32(σ=2)=25.5m
AP Pen Close414.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2468·125.850.69·0.2031.07·8401.38=414.7mm. Matches the in-game spec card.
AP Pen Far133.3 mm
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 369.1 m/s: P=107·2468·125.850.69·0.2031.07·369.11.38=133.3mm.
AP pen 5 km285 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 km196 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.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius24
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha25,000
2,500 HE damage x 10 broadside guns = 25,000.
AP full-salvo alpha51,500
5,150 AP damage x 10 broadside guns = 51,500.
HE DPM142,857
25,000 HE full-salvo alpha x 60 / 10.5 s base reload = 142,857.
AP DPM294,286
51,500 AP full-salvo alpha x 60 / 10.5 s base reload = 294,286.
Shells/min57.1
10 broadside guns x 60 / 10.5 s base reload = 57.1.
Fires/min5.71
57.1 shells/min x 10% fire chance = 5.71.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time9.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage191,196
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 15,933 = 191,196.
Per-side salvo damage95,598
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 15,933 = 95,598.

AA defense

Close-range AA DPS268
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (64×3.5×0.9) + (21×3.5×0.9) = 268. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index956
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

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)67,200
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: 4×2 127 mm (4/side) × 60/7.5 × 2100 = 67,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 127 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 127 mm family.
Open in Charting Tool

Ship Charts

Balance History

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

Buff ×6Main Battery ×3Consumable ×3
2026-04-30

Ministry of Balance: Viva la Marina!

  • Main battery firing range increased from 13.8 to 14.5 km.
  • Main battery reload time reduced from 12 to 10.5 s.
  • Main battery AP shell ricochet angles increased from 45/60 to 55/70 degrees.
  • Improved Repair Party:
  • Number of charges increased from 2 to 3.
  • HP regeneration speed increased from 0.7 to 1% per second.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • ARP Nachi default exterior
    DefaultThe ship’s standard exterior
  • Arpeggio
    NachiArpeggio

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.