Belfast
Also called: 贝尔法斯特 Beta- Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts
- Avoid: Using radar like a destroyer hunter rather than a position tool
On this page
Belfast Community Stats
Across 21,000+ Standard battles from 220+ players, Belfast averages a 62% win rate, 57,100 damage and 1.1 kills per battle, and survives 42% of them.
Belfast Community Stats
Log in to GamingDiver and upload your data to see Community Data for Belfast: community win rate, damage, survival, spotting, and your own comparison.
Belfast Community Stats
Record History
Playstyle
Overview
Belfast is a Tier VI British light cruiser whose 152mm guns bring 199,698 HE DPM (7th of 37). Surveillance Radar (8.5 km) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: AP DPM in T6 CAs (294,792, 7th of 43) and lingering smoke in T6 CAs (103 s, 3rd of 11). The trade is thin end plates in T6 CAs (13 mm, 42nd of 44).
Positioning
Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts. Radar reaches 8.5 km, so the drop only pays once you are near enough to use it: push it when the destroyer fight is yours, not to fish for a lone kill, or the next push has 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. Shooting from the cloud gives you away at 5.4 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 1.5 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. With 9.6 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
Potato Avoidance
Using radar like a destroyer hunter rather than a position tool
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. Yours reaches 8.5 km for 25 s, which is the whole window your team gets to act on what it shows.
Signature Traits
8.49 km range, 25 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.
25 s Surveillance Radar duration, best of the 8 T6 CAs with radar. Keeps caps lit longer.
- AP DPM machine · 294792 AP
- Fire-starter cruiser
- High-arc howitzer
103 s smoke cloud linger, top decile of T6 CAs. Each puff stays up longer after you stop laying it, holding the shield.
Radar consumable. Controls caps and reveals smoke-firing DDs without spotting risk.
13 mm bow and stern plating, both in the bottom bracket of T6 CAs. AP above 78 mm of caliber cannot arm on 13 mm at flat impact and overpenetrates for minimal damage; angling adds effective thickness and can push those same shells over the arming threshold, turning overpens into full penetrations; 203 mm AP and up overmatches it at any angle.
How to get Belfast
Belfast is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and 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.
- CampaignEarned in the campaign “His Majesty's Raider” (Feb 2020); campaign ships can later return through other limited methods.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
-
Super VI crate
4%
One of the Tier VI Premium ships
Event · Super VI crate · 1 of 25 ships
-
Royal Benevolence crate
3%
VI Belfast
Event · Royal Benevolence crate
-
Santa Level 5
0.909091%
Superprize: Premium Ship
Archived · Santa Level 5 · 1 of 11 ships
Show all 18 containers (15 more)
-
Spectral Vault 5.0
0.448718%
Tier VI Premium ship
Archived · Spectral Vault 5.0 · 1 of 39 ships
-
Santa Level 4
0.272727%
Superprize: Premium Ship
Archived · Santa Level 4 · 2 paths combined · 1 of 11 ships
Show 2 paths
- Santa Level 40.181818%
- Santa Level 4 → Santa Level 50.090909%
-
Spectral Vault 4.0
0.195513%
Tier VI Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
Show 2 paths
- Spectral Vault 4.00.128205%
- Spectral Vault 4.0 → Spectral Vault 5.00.067308%
-
Spectral Vault 3.0
0.111891%
Tier VI Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
Show 4 paths
- Spectral Vault 3.00.076923%
- Spectral Vault 3.0 → Spectral Vault 4.00.014103%
- Spectral Vault 3.0 → Spectral Vault 5.00.013462%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
-
Mystic Lantern
0.104651%
Tier VI Premium ship
Event · Mystic Lantern · 1 of 43 ships
-
Santa Level 3
0.090909%
Superprize: Premium Ship
Archived · Santa Level 3 · 4 paths combined · 1 of 11 ships
Show 4 paths
- Santa Level 3 → Santa Level 50.045455%
- Santa Level 3 → Santa Level 40.027273%
- Santa Level 3 → Santa Level 4 → Santa Level 50.013636%
- Santa Level 30.004545%
-
Spectral Vault 2.0
0.04074%
Tier VI Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
Show 7 paths
- Spectral Vault 2.00.025641%
- Spectral Vault 2.0 → Spectral Vault 3.00.007692%
- Spectral Vault 2.0 → Spectral Vault 4.00.002564%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
-
Santa Level 2
0.027273%
Superprize: Premium Ship
Archived · Santa Level 2 · 6 paths combined · 1 of 11 ships
Show 6 paths
- Santa Level 2 → Santa Level 40.009091%
- Santa Level 2 → Santa Level 3 → Santa Level 50.006818%
- Santa Level 2 → Santa Level 4 → Santa Level 50.004545%
- Santa Level 2 → Santa Level 3 → Santa Level 40.004091%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002045%
- Santa Level 2 → Santa Level 30.000682%
-
Champion's Box
0.018182%
Superprize: Premium Ship
Archived · Champion's Box · 4 paths combined · 1 of 11 ships
Show 4 paths
- Champion's Box → Santa Level 3 → Santa Level 50.009091%
- Champion's Box → Santa Level 3 → Santa Level 40.005455%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.002727%
- Champion's Box → Santa Level 30.000909%
-
Mega Santa '23
0.01%
Superprize: Premium Ship
Archived · Mega Santa '23 · 1 of 10 ships
-
Santa Level 1
0.006591%
Superprize: Premium Ship
Archived · Santa Level 1 · 8 paths combined · 1 of 11 ships
Show 8 paths
- Santa Level 1 → Santa Level 3 → Santa Level 50.002273%
- Santa Level 1 → Santa Level 2 → Santa Level 40.001364%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001023%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000682%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000614%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000307%
- Santa Level 1 → Santa Level 30.000227%
- Santa Level 1 → Santa Level 2 → Santa Level 30.000102%
-
Spectral Vault 1.0
0.004837%
Tier VI Premium ship
Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
Show 12 paths
- Spectral Vault 1.0 → Spectral Vault 2.00.002308%
- Spectral Vault 1.0 → Spectral Vault 3.00.000769%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
- Spectral Vault 1.00.000051%
-
Mystic Box
0.002326%
Tier VI Premium ship
Event · Mystic Box · 1 of 43 ships
-
Super Santa '23
0.0013%
Superprize: Premium Ship
Archived · Super Santa '23 · 1 of 10 ships
-
Ultimate Crate
0.00013%
Superprize: Premium Ship
Archived · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
-
Sea of Green: St. Patrick's Day '23
Store / event post
Start: 2023-03-10
- More themed goods can be found alongside Celtic and the McMordoff clan guises: British Tier VI Premium cruiser Belfast and Pot of Gold crates with a guaranteed 1,250 doubloons and 3x St. Paddy camouflages in each, plus chances for more items—they even have small chances of dropping a superprize!
-
4 Years on the Waves: Birthday Content
Crates
Start: 2023-07-24
- Here's the list of goods you can obtain with Quadrans:
- Super VI crate: For the first time, the Super V crate is getting a twin! This crate is guaranteed to drop a Tier VI Premium ship, with the likes of Belfast, Scharnhorst, and Yukikaze among the possible drops.
-
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.
-
Holiday Update: Chilling With the Beasts
Crates
Start: 2021-12-16
- The latter is especially enticing because it drops a whole lot of different Premium ships from Tier V to VII, and if you're lucky enough to pull a superprize with a small chance, you can acquire such rarities as Jean Bart, Kutuzov, or Belfast!
-
OK Container
Crates
Start: 2021-12-30
- or it can even take shape of one of the rarest ships in the game—the kind that were only available as campaign rewards at various points, including Jean Bart, Kutuzov, and Belfast, among others.
-
March update: All That is Gold Does Not Glitter
12,500 Doubloons
Start: 2022-03-03
- Grab her in the Store for 12,500 doubloons until April 11.
-
St. Patrick's day 2022: Green is always in
12,500 Doubloons
Start: 2022-03-14
- Those of you who crave Belfast herself will also be able to get the cruiser for 12,500 doubloons up until April 11.
-
THE BATTLE OF TRAFALGAR: HONOR THE FLEET
Crates
Start: 2026-10-12
- Get your hands on Royal Benevolence crates by either completing the commemorative Breaking the Line mission, or from the chained bundle—which also contains the French Battleship crate in honor of the French Navy's 400th anniversary.
- Belfast, British Tier VI cruiser
-
Halloween Update: The Restless Fleet
Crates
2026-10-01
- Visit the Store to claim the "Trafalgar: Breaking the Line" free mission exclusively for British, French, and Spanish ships.
- Completing this mission will bring you British and French national camouflages, the Trafalgar Day flag, and 1x Royal Benevolence crate.
- This new crate can drop a British Premium ship, including two new ones—Tier V battleship Royal Sovereign and Tier VII aircraft carrier Theseus—plus Tier VI cruiser Belfast and Tier VII battleship Rodney.
-
February 2020 Update Patchnotes
Campaign
2020-01-30
- To unlock Belfast and add her to your port you need to have an active Admiralty Backing, available for 2500 doubloons and finish all 80 levels of the campaign.
Show direct source rows
- Mega Santa '23 0.01% · Superprize: Premium Ship
- Mystic Box 0.002326% · Tier VI Premium ship
- Mystic Lantern 0.104651% · Tier VI Premium ship
- Royal Benevolence crate 3% · VI Belfast
- Santa Level 3 0.004545% · Superprize: Premium Ship
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.
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 Belfast 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.
See 24 mid-pack stats
Not standouts for Belfast -- 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.
Peers in this cohort
Compare Tier VI CruisersShow all 43 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 142° (the most restricted aft-facing mount's arc) = 38° off bow; 180° − 137° (the most restricted forward-facing mount's arc) = 43° 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.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (14.7 km) shells land in an ellipse about 135 m wide and 81 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
12 broadside guns x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 95.1.HE shells
ƒ
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 12 broadside guns = 25,200.ƒ
25,200 HE full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 199,698.ƒ
95.1 shells/min × 0.09 (9% fire chance) = 8.56.AP shells
ƒ
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (14.7 km), where the shell has slowed to 329.1 m/s: .ƒ
3,100 AP damage x 12 broadside guns = 37,200.ƒ
37,200 AP full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 294,792.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 82 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 74 raw aura damage × 3.5 × 0.9 hit probability = 233 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 82 + Medium 233 = 315ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum 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: 4×2 102 mm (4/side) × 60/3 s × 1500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 4.8 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 35,895. 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.ƒ
Secondary DPM (per side) 120,000 + secondary fire DPM 35,895 = 155,895: shell damage plus fire damage against one T6 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
4×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 4.8. 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.ƒ
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.ƒ
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt).ƒ
Time 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.ƒ
With the rudder hard over the hull turns 5.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 5.3 = +1.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.48 km x 0.955 = 10.96 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 11.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.96 km.ƒ
max(main battery range, sea detectability 11.48 km) = 14.72 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 6.89 km + gun-firing bloom 3.04 km = 9.93 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.ƒ
Sea detectability 11.48 km + 2.0 km while burning = 13.48 km.ƒ
Air detectability 6.89 km + 3.0 km while burning = 9.89 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Smoke Generator2 charges · 240 s reload · 15 s emit / 103 s cloud active · 600 m radius
Surveillance Radar2 charges · 180 s reload · 25 s active · 8.49 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Under the hood
Show
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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
The standard cruiser dispersion curve.(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.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: at 0 m, at m, and at 14717 m. Below the kink: , so .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: at 0 m, at m, and at 14717 m. Above the kink: , so .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 , where 586.9 m/s is the shell's speed when it arrives at 5 km (from 841 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 419 m/s is the shell's speed when it arrives at 10 km (from 841 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 841 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 841 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.4 mounts × 3 barrels = 12; all 12 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40MM BOFORS 5 RP50 6x2 -> 233 DPS @ 3.5 km; 4IN45 XIX M 4x2 -> 82 DPS @ 5 km.@ 5 km: 82 from one family; @ 3.5 km: 233 + 82 = 315. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.233 + 82 = 315 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).233 × 3.5 + 82 × 5 = 1226. 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 firepower
The only family (102 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.The only family (102 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.The only family (102 mm): 17 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: 17 mm from the 102 mm family.Ship Charts
Historical context
The real HMS Belfast that gave this ship her name. Facts cross-checked against the linked Wikipedia article.
Background
An Edinburgh-class light cruiser, one of the most powerful among same-type ships in the Royal Navy during World War II. Underwent several major upgrades. Instead of AA and torpedo armament, the ship received improved torpedo protection and an enhanced surveillance radar.
Notable engagements
- Battle of the North Cape (26 December 1943) - Played a key role in the engagement that sank Scharnhorst.
- D-Day naval bombardment (6 June 1944) - Supported British and Canadian forces landing on Gold and Juno beaches.
- Korean War combat operations (1950–1952) - Two deployments off the Korean peninsula.
Fate
Decommissioned 1963. Now a museum ship moored on the River Thames in central London, operated by the Imperial War Museums.
Armor Beta
Hull HP 35,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 181+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 13 mm primary (range 13–20 mm) | 1,200 (3% of HP) | Overmatched by 203mm+ AP (Aoba, Baleares)Angle 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) | 37 mm primary (range 19–37 mm) | 30,000 (84% of HP) | No common AP caliber overmatches37 mm: most HE shatters, standard pen from 283mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 13 mm primary (range 13–20 mm) | 1,200 (3% of HP) | Overmatched by 203mm+ AP (Aoba, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 114 mm primary (range 10–114 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. |
| Superstructure | 6 mm primary (range 6–114 mm) | 4,400 (12% 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 | 19,200 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (102 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 (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 12,000 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.
Balance History
Balance updates affecting Belfast. Cards are condensed; use each source link for full context.
Ministry of Balance: New Horizons, Greater Heights
- The "Superior HE Pen." ship trait has been replaced with Reloader. This doesn't affect the ship's performance.
Skins & permanent camouflages
Every custom exterior Belfast can equip.
DefaultThe ship’s standard exterior
Azur Lane (Belfast)Azur Lane
St. Patrick's Ensemble (Belfast)Decorative
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.
