Bayern
Beta- Push to within secondary range (~5 km) so the auto-fire battery starts contributing
- Avoid: Sniping from the back line
Bayern Community Stats
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Bayern Community Stats
Playstyle
Overview
Bayern is a Tier V German turtleback battleship: her sloped internal armor bounces plunging shells at close range, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 5 km that punish anyone who closes. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round.
Positioning
Push to within secondary range (~5 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge.
Potato Avoidance
Sniping from the back line
The turtleback advantage exists only at close range; sitting 17 km out means the kit's defining trait is doing nothing for you, and peer BBs that should be losing the trade are not. If the team will not support the push, pick the cap that does.
Signature Traits
Sloped internal armor between the lower belt and the citadel deck. Bounces AP shells that penetrate the upper belt, so close-range broadside trades are survivable against same-tier guns.
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/24 T5 BBs.
38.0 mm best HE pen across secondary families, best of T5 BBs. Pens hull plates peers' secondaries shatter on.
30.0 mm bow, best of T5 BBs. Harder for same-tier guns to overmatch.
150.0 mm armor deck, top decile of T5 BBs. Eats plunging fire and HE that peers don't.
10.0% best HE fire chance per secondary shell (before target resistance), top decile of T5 BBs. Stacks fires faster than peers in a brawl.
How to get Bayern
Bayern is available in the Brawler Battleships branch of the Germany Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.
Show Germany tech-tree branch diagram
Bayern sits in the Brawler Battleships branch. The highlighted path shows the local branch context inside the full Germany tree.
Builds Beta
AL Bismarck, AL Prinz Heinrich, and AL Scharnhorst are useful German battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.
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 Bayern sits among Tier V BBs (24 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 27 mid-pack stats
Not standouts for Bayern -- 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 = (14406/30·(12−2.2)/1000 + 2.2)·30 = 207.2 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.2 × 0.6 = 124.3 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.2 × 0.344 (σ=1.8) = 71.2 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 124.3 × 0.344 (σ=1.8) = 42.7 mƒ
180 degrees / 3.5 deg/s traverse speed = 51.4 s.ƒ
8 broadside guns x 60 / 30 s base reload = 16.HE shells
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95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
4,500 HE damage x 8 broadside guns = 36,000.ƒ
36,000 HE full-salvo alpha x 60 / 30 s base reload = 72,000.ƒ
8 HE shells x 60 / 30 s reload x 35% fire chance = 5.6.AP shells
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floor(380 mm caliber / 14.3) = 26 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 × 2454 × 750^0.69 × 0.38^-1.07 × 800^1.38 = 675.4 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 421.4 m/s: 1e-7 × 2454 × 750^0.69 × 0.38^-1.07 × 421.4^1.38 = 278.9 mm.ƒ
10,900 AP damage x 8 broadside guns = 87,200.ƒ
87,200 AP full-salvo alpha x 60 / 30 s base reload = 174,400.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×0.75) + (22×3.5×0.7) + (8×3.5×0.75) = 99. 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 8 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Medium 9 + Far 8 = 17ƒ
Medium 9 + Far 8 + Near 22 = 39ƒ
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.Show 1 more gun family
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
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 = (14406/30·(12−2.2)/1000 + 2.2)·30 = 207.2 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.2 × 0.6 = 124.3 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.2 × 0.344 (σ=1.8) = 71.2 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 124.3 × 0.344 (σ=1.8) = 42.7 mCanonical 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 × 2454 × 750^0.69 × 0.38^-1.07 × 800^1.38 = 675.4 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 421.4 m/s: 1e-7 × 2454 × 750^0.69 × 0.38^-1.07 × 421.4^1.38 = 278.9 mm.95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(380 mm caliber / 14.3) = 26 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 8 barrels bear on the broadside.180 degrees / 3.5 deg/s traverse speed = 51.4 s.4,500 HE damage x 8 broadside guns = 36,000.10,900 AP damage x 8 broadside guns = 87,200.36,000 HE full-salvo alpha x 60 / 30 s base reload = 72,000.87,200 AP full-salvo alpha x 60 / 30 s base reload = 174,400.8 broadside guns x 60 / 30 s base reload = 16.8 HE shells x 60 / 30 s reload x 35% fire chance = 5.6.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×0.75) + (22×3.5×0.7) + (8×3.5×0.75) = 99. 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: 16×1 150 mm (8/side) × 60/8.57 × 1800 = 100,817 + 8×1 88 mm (4/side) × 60/4 × 1000 = 60,000. 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: 1800 from the 150 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 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: 38 mm from the 150 mm family.Armor
Hull HP 43,900 → 51,600 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 | 30 mm primary (range 25–200 mm) | 3,200 (6% of HP) | Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+ | 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 16–350 mm) | 38,700 (75% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)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 25–200 mm) | 2,400 (5% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 270 mm primary (range 13–270 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 150 mm primary (range 150–350 mm) | 2,000 (4% 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 | 25,800 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 (150 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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.100 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder. |
| Rudder (module) | separate HP pool, does not drain ship HP | 15,500 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.
Skins & permanent camouflages
Every custom exterior Bayern can equip, from in-game data.
DefaultThe ship’s standard exterior
Yt BayernDecorative
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.
