Boise
Also called: 博伊西 Beta- Hold a flank where rotated focus can find island cover within one heal cycle
- Avoid: Trading the super-heal advantage in open water
On this page
Boise Community Stats
Across 7,000+ Standard battles from 200+ players, Boise averages a 59% win rate, 50,800 damage and 0.9 kills per battle, and survives 39% of them.
Boise Community Stats
Log in to GamingDiver and upload your data to see Community Data for Boise: community win rate, damage, survival, spotting, and your own comparison.
Boise Community Stats
Record History
Playstyle
Overview
Boise is a Tier VI American cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (4 km on ships and 3 km on torpedoes, 100 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: deep effective HP in T6 CAs (59,940, 2nd of 14) and best stern plate in T6 CAs (30 mm, 1st of 44). The trade is top speed in T6 CAs (30 kt, 43rd of 44).
Positioning
Hold a flank where rotated focus can find island cover within one heal cycle. The super-heal (~2%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells. 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.
Potato Avoidance
Trading the super-heal advantage in open water
The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.
Signature Traits
59940 effective HP once Repair Party is counted, top decile of T6 CAs. Absorbs more total punishment than the raw HP pool suggests.
- Super-heal
- Fast heal cycle · 13320 HP
30 mm stern, best of T6 CAs.
- Burny secondaries · 9%
- Punch-through secondaries · 21 mm
30 kt, bottom decile of T6 CAs. Hard to rotate flanks or disengage; commit positioning early.
762 m/s AP muzzle velocity, bottom decile of T6 CAs. Lobby trajectory, more lead, easier to dodge at range.
How to get Boise
Boise is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Super VI crate
4%
One of the Tier VI Premium ships
Event · Super VI crate · 1 of 25 ships
-
Anniversary U.S.A. crate
1%
VI Boise
Event · Anniversary U.S.A. crate
-
Santa Level 5
0.5%
Tier VI Premium ship
Archived · Santa Level 5 · 1 of 35 ships
Show all 20 containers (17 more)
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Spectral Vault 5.0
0.448718%
Tier VI Premium ship
Archived · Spectral Vault 5.0 · 1 of 39 ships
-
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%
-
Santa Level 4
0.192857%
Tier VI Premium ship
Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
Show 2 paths
- Santa Level 40.142857%
- Santa Level 4 → Santa Level 50.05%
-
Santa Level 3
0.139643%
Tier VI Premium ship
Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
Show 4 paths
- Santa Level 30.085714%
- Santa Level 3 → Santa Level 50.025%
- Santa Level 3 → Santa Level 40.021429%
- Santa Level 3 → Santa Level 4 → Santa Level 50.0075%
-
Mega Santa '23
0.125%
Tier VI Premium ship
Archived · Mega Santa '23 · 1 of 32 ships
-
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%
-
Super Santa '22
0.111111%
Tier VI Premium ship
Archived · Super Santa '22 · 1 of 27 ships
-
Super Santa '23
0.109375%
Tier VI Premium ship
Archived · Super Santa '23 · 1 of 32 ships
-
Mystic Lantern
0.104651%
Tier VI Premium ship
Event · Mystic Lantern · 1 of 43 ships
-
Santa Level 2
0.059161%
Tier VI Premium ship
Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
Show 7 paths
- Santa Level 20.028571%
- Santa Level 2 → Santa Level 30.012857%
- Santa Level 2 → Santa Level 40.007143%
- Santa Level 2 → Santa Level 3 → Santa Level 50.00375%
- Santa Level 2 → Santa Level 3 → Santa Level 40.003214%
- Santa Level 2 → Santa Level 4 → Santa Level 50.0025%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001125%
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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%
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Champion's Box
0.027929%
Tier VI Premium ship
Archived · Champion's Box · 4 paths combined · 1 of 35 ships
Show 4 paths
- Champion's Box → Santa Level 30.017143%
- Champion's Box → Santa Level 3 → Santa Level 50.005%
- Champion's Box → Santa Level 3 → Santa Level 40.004286%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0015%
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Ultimate Crate
0.010938%
Tier VI Premium ship
Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
-
Santa Level 1
0.010181%
Tier VI Premium ship
Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
Show 9 paths
- Santa Level 1 → Santa Level 20.004286%
- Santa Level 1 → Santa Level 2 → Santa Level 30.001929%
- Santa Level 1 → Santa Level 3 → Santa Level 50.00125%
- Santa Level 1 → Santa Level 2 → Santa Level 40.001071%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000562%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000482%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000375%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000169%
- Santa Level 10.000057%
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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%
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Mystic Box
0.002326%
Tier VI Premium ship
Event · Mystic Box · 1 of 43 ships
-
Secret Santa '23
0.000063%
Tier VI Premium ship
Archived · Secret Santa '23 · 1 of 32 ships
Official WG availability sources
-
February update: fortes fortuna adiuvat
12,500 Doubloons
Start: 2022-01-27
- Additionally, we have permanently set the cost of all existing and upcoming Tier VI Premium ships to 12,500 doubloons, thus decreasing it from the cost of 15,000 doubloons that was in place for some earlier released ships.
- The following ships currently available in the Store were subject to that change:
-
Update: July 2020
Crates
Start: 2020-07-23
- What's particularly interesting about the crates within this project is that the Soviet, German, and U.S. crates offer chances to get Premium ships that were not available in this way before.
- In particular, the Soviet crates may contain Okhotnik or Poltava; German crates—Admiral Graf Spee or T-61; and U.S. crates—Marblehead or Boise.
Show direct source rows
- Anniversary U.S.A. crate 1% · VI Boise
- Mega Santa '23 0.125% · Tier VI Premium ship
- Mystic Box 0.002326% · Tier VI Premium ship
- Mystic Lantern 0.104651% · Tier VI Premium ship
- Santa Level 1 0.000057% · Tier VI 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 Boise 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 32 mid-pack stats
Not standouts for Boise -- 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° − 138° (the most restricted aft-facing mount's arc) = 42° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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 (14.6 km) shells land in an ellipse about 134 m wide and 80 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 / 10 deg/s traverse speed = 18 s.ƒ
15 broadside guns x 60 / 10 s base reload = 90.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 15 broadside guns = 33,000.ƒ
33,000 HE full-salvo alpha x 60 / 10 s base reload = 198,000.ƒ
90 shells/min × 0.12 (12% fire chance) = 10.8.AP shells
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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 (14.6 km), where the shell has slowed to 348.2 m/s: .ƒ
3,200 AP damage x 15 broadside guns = 48,000.ƒ
48,000 AP full-salvo alpha x 60 / 10 s base reload = 288,000.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 69 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 70 raw aura damage × 3.5 × 0.9 hit probability = 220 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 69 + Medium 220 = 289ƒ
Effective DPS: 31 raw aura damage × 3.5 × 0.85 hit probability = 92 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 69 + Medium 220 + Near 92 = 381ƒ
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 4.2 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: 8×1 127 mm (4/side) × 60/4.571 s (4.5 s = 32 ticks) × 1800 = 94,500. 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) 4.7 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 35,334. 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) 94,500 + secondary fire DPM 35,334 = 129,834: 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
8×1 barrels / 2 sides × 60 / 4.571 s (4.5 s = 32 ticks) × 0.09 (9% fire chance) = 4.7. 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
4.5 km × 57 + 30 = 286.5 m.ƒ
top speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 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 (27.0 kt of 30.0 kt).ƒ
Time to reach 99% of top speed (29.7 kt of 30.0 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: 10 − 5.3 = +4.7°/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): 12.08 km x 0.955 = 11.54 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 12.08 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.54 km.ƒ
max(main battery range, sea detectability 12.08 km) = 14.59 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 7.25 km + gun-firing bloom 3.04 km = 10.29 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.ƒ
Sea detectability 12.08 km + 2.0 km while burning = 14.08 km.ƒ
Air detectability 7.25 km + 3.0 km while burning = 10.25 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 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.
Repair Party2 charges · 80 s reload · 20 s active · 13,320 HP (40% of max HP) total heal (per charge) ƒ
0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 33,300 HP = 13,320 HP: up to 40% of max HP restored per charge.ƒ
0.4 of max HP per charge × 2 charges = 0.8 × 33,300 HP = 26,640 HP: up to 80% of max HP if the whole Repair Party loadout is used.ƒ
0.02 (2% of max HP) × 33,300 HP = 666 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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 14586 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 14586 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 563.5 m/s is the shell's speed when it arrives at 5 km (from 762 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 425.2 m/s is the shell's speed when it arrives at 10 km (from 762 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 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 762 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 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 812 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.5 mounts × 3 barrels = 15; all 15 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 4.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 6x2 -> 132 DPS @ 3.5 km; 40mm Bofors Mk2 MK19 4x4 -> 88 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 8x2 -> 92 DPS @ 2 km; 5in25 Mk27 8x1 -> 69 DPS @ 4.2 km.@ 4.2 km: 69 from one family; @ 3.5 km: 132 + 88 + 69 = 289; @ 2 km: 132 + 88 + 92 + 69 = 381. 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.132 + 88 + 92 + 69 = 381 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).132 × 3.5 + 88 × 3.5 + 92 × 2 + 69 × 4.2 = 1244. 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 (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.The only family (127 mm): 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 mm family.The only family (127 mm): 21 mm. Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 21 mm from the 127 mm family.Ship Charts
Background
A Brooklyn-class light cruiser. Her main battery consisted of fifteen rapid-fire 152 mm guns. In the 1940s, the cruiser carried numerous automatic AA guns.
Armor Beta
Hull HP 33,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 126+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 | 16 mm primary (range 16–30 mm) | 1,200 (4% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 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) | 16 mm primary (range 16–127 mm) | 25,000 (75% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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 | 30 mm primary (range 16–120 mm) | 2,200 (7% of HP) | Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 127 mm primary (range 6–127 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 | 13 mm primary (range 13–51 mm) | 1,400 (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 | 16,700 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 (127 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 | 10,000 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.
Skins & permanent camouflages
Every custom exterior Boise can equip.
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.
