World of Warships: Legends ship guide

Also known as Atlanta Black

Atlanta B

Also called: 亚特兰大 B · Atlanta (B) Beta
U.S.A. · Tier VI · CL Cruiser · Premium · Atlanta Variant
HE fire-spam cruiserGuns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Playstyle
  • Stay broadside: paper armor overpens AP, but angling thickens the path enough to arm shells into your exposed citadel
  • Hold 10-13 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Baits AP overpensRadar (8.49 km)High HE DPMHigh AP DPMLobs over islandsFragile
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Community Data

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Playstyle

Overview

Atlanta B is a Tier VI American light cruiser whose 127mm guns farm HE fires and sustained DPM. Surveillance Radar (8.5 km) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: best HE DPM in T6 CAs (302,400) and top-decile turret traverse rate in T6 CAs (25).

Positioning

Hold 10-13 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Her citadel sits high enough that even glancing broadside shots can land citadel pens; treat island cover as a hard requirement, not a preference. Trade only when the angle keeps the citadel sides hidden.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Paper-thin armor

Hull plating is thin enough that large-caliber AP shells overpenetrate clean when hitting broadside, dealing minimal damage. Angling or going bow-in adds effective thickness that can arm incoming shells, putting the exposed citadel at risk. Keep your broadside to large-caliber guns; only angle against mid-caliber AP.

Surveillance Radar

8.49 km range, 25 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • HE DPM machine · 302400 HE
  • Fast turret traverse · 25.0°
  • Tight dispersion · 105.4 m
Long-duration radar

25.0 s Surveillance Radar duration, best of T6 CAs. Keeps caps lit longer.

WEAK MAIN BATTERY
  • Short gun range · 12.05 km
  • Loose grouping
Acquisition

How to get Atlanta B

Atlanta B 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

Show all 6 containers (3 more)
  • Ultimate Crate 0.2941% VI Atlanta B Archived · Ultimate Crate → Black Friday crate
  • Piñata Chest 0.16% Tier V or VI Premium ship Event · Piñata Chest · 1 of 25 ships
  • Explorer's Chest 0.114286% One of these ships New · Explorer's Chest · 1 of 35 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: San Diego Ship feature / release Start: 2023-07-03 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
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.

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Cohort position

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Where Atlanta B 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.

BestHE DPM302,400 (1/39) BestEffective HE DPM (incl. fire)365,216 (1/39) BestFlak per wave (expected)1,782 (1/42) Top 10%Traverse-to-turn ratio15.92 × (4/43) Top 10%Main battery reload5 s (3/43) Top 10%AP DPM352,800 (3/42) Top 10%Main dispersion105.4 m (2/43) Top 10%AP arming threshold21 mm (5/42) Top 10%Displacement8,230 t (3/43) Top 25%Fires per minute8.4 (7/39) Top 25%Acceleration24.6 s (9/43) Top 25%Power-to-weight9.11 hp/t (7/43) Top 25%Torpedo speed65 kt (7/33) Bottom 25%AP velocity792 m/s (38/42) Bottom 25%AP fuse timer0.01 s (36/42) Bottom 25%Engine power75,000 hp (39/43) Bottom 25%Turn-speed retention123 hp/m (37/43) Bottom 25%Torpedo range4.5 km (29/33) Bottom 25%Torpedo reload98 s (27/33) Bottom 25%Max armor89 mm (39/43) Bottom 10%Hit points27,500 HP (41/43) Bottom 10%AP pen at 10 km51 mm (41/42) WorstMain battery caliber127 mm (1 of 4 tied) WorstMain battery range12.05 km (43/43) WorstSigma1.7 (1 of 2 tied) WorstNo secondaries (5 of 43 in cohort) WorstHE velocity792 m/s (1 of 3 tied) WorstEnd plates13 mm (1 of 5 tied / 1 of 5 tied)
See 13 mid-pack stats

Not standouts for Atlanta B -- 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.

Max speed32.5 kt(28/43) Concealment11.94 km(23/43) Air detection7.16 km(21/43) Rudder shift8.5 s(15/43) AA DPS252(30/43) AA range5 km(15/43) AA threat1,000(18/43) Torpedo damage≈15,533(13/33) Citadel belt89 mm(29/41) Deck armor65 mm(14/40) NormAP ricochet start45°(33 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value) NormTurn speed retained81%(39 of 43 tied at this value)
Survivability
Hit Points27,500
Displacement8,230 t
Armor range6–89 mm
Plate armor thicknesses6, 10, 13, 16, 20, 25, 32, 51, 65, 89 mm
Armor material/layer entries81
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 16×127 mm
Mounts / barrels8 mounts / 16 barrels
Reload time5 s
Firing range12.1 km
Turret traverse25 °/s
HE fire DPM vs T6 BB62816
Effective HE DPM vs T6 BB365216
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1205330·80.51000+0.5)·30=105.4m
105.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =105.4·0.6=63.2m
63.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =105.4·0.357(σ=1.7)=37.6m
37.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =63.2·0.356(σ=1.7)=22.5m
22.5 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒ14 broadside guns x 60 / 5 s base reload = 168.
168
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 14 broadside guns = 25,200.
25,200
HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 5 s base reload = 302,400.
302,400
Fires/min
ƒ168 shells/min x 5% fire chance = 8.4.
8.4
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (15.1 km), where the shell has slowed to 252 m/s: P=107·2598·250.69·0.1271.07·2521.38=44.9mm.
44.9 mm
AP full-salvo alpha
ƒ2,100 AP damage x 14 broadside guns = 29,400.
29,400
AP DPM
ƒ29,400 AP full-salvo alpha x 60 / 5 s base reload = 352,800.
352,800
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.
10
Torpedoes
ModuleTorpedoes: 533 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time98 s
Projectile speed65 kt
Range4.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=46,600·0.333=15,533.
≈ 15,533
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
16,633
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km65 kt×2.6=7.7 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.
7.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
279%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.
62,132
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.9) + (19×3.5×0.85) + (47×3.5×0.9) = 252. 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.
252
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
28 mm Mk2 mod. 24×4 28mm
20 mm Oerlikon Mk48×1 20mm
Far aura
Gunsmain battery (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 148 from dual-purpose main battery firing as AA in this range band.
148
Range5 km
Medium aura
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 0.9 hit probability = 47 - the same in-game units as the Close-range AA DPS headline.
47
Range3.1 km
Total DPS in Aura
ƒFar 148 + Medium 47 = 195
195
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 19 raw aura damage × 3.5 × 0.85 hit probability = 57 - the same in-game units as the Close-range AA DPS headline.
57
Range2 km
Total DPS in Aura
ƒFar 148 + Medium 47 + Near 57 = 252
252
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 220 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 × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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 main battery mount is operational - even losing every other AA mount does not stop it.
Main 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
Maneuverability
Engine power75,000 hp
Maximum speed32.5 kt
Turning circle radius610 m
Rudder shift time8.5 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 (29.2 kt of 32.5 kt), from our in-house acceleration model.
24.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
39.6 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·32.5·0.5144610=1.57°/s, so ratio=ωturretωhull=251.57=15.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.9× snappy
Concealment
Detectability by sea11.94 km
Detectability by air7.16 km
Smoke firing penalty5.24 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.94 km
Detect Fire Sea13.94 km
Detect Fire Air10.16 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.
Surveillance Radar2 charges · 180 s reload · 25 s active · 8.49 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 283×301000=8.49 km

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)1.7
Max Horiz Disp105.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1205330·80.51000+0.5)·30=105.4m
Shell scatter width @ 5 km52.5 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 km90 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 Disp63.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =105.4·0.6=63.2m
Shell scatter height @ 10 km50.9 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 Disp37.6 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =105.4·0.357(σ=1.7)=37.6m
Med Vert Disp22.5 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =63.2·0.356(σ=1.7)=22.5m
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
AP Pen Far44.9 mm
Same formula at the ship's max firing range (15.1 km), where the shell has slowed to 252 m/s: P=107·2598·250.69·0.1271.07·2521.38=44.9mm.
AP pen 5 km103 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 km51 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 penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha14
Barrels that can bear on one beam (14 of 16); casemate/wing mounts only fire one side.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha25,200
1,800 HE damage x 14 broadside guns = 25,200.
AP full-salvo alpha29,400
2,100 AP damage x 14 broadside guns = 29,400.
HE DPM302,400
25,200 HE full-salvo alpha x 60 / 5 s base reload = 302,400.
AP DPM352,800
29,400 AP full-salvo alpha x 60 / 5 s base reload = 352,800.
Shells/min168
14 broadside guns x 60 / 5 s base reload = 168.
Fires/min8.4
168 shells/min x 5% fire chance = 8.4.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range26.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.
Per-side salvo damage62,132
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.

AA defense

Close-range AA DPS252
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.9) + (19×3.5×0.85) + (47×3.5×0.9) = 252. 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 index1000
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

Armor Beta

Hull HP 27,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern13 mm

Overmatched by 178+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel89 mm

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

Farming6 mm

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

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–51 mm)1,300 (5% of HP)
Overmatch not possible in its bracketAngle bounces 152mm13 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)25 mm20,600 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–25 mm)1,600 (6% of HP)
Overmatch not possible in its bracketAngle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 13–89 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–65 mm)1,900 (7% 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 HP13,800 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.
AA mount (28 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 HP8,300 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Atlanta B 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.