World of Warships: Legends ship guide

Boise

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Hold 12-15 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
2 sigma accuracyHigh HE / fire outputSonarDefensive AASlow
Community Data

Boise Community Stats

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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 (4.4 km on ships and 3.3 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: best fires per minute in T6 CAs (12).

Positioning

Hold 12-15 km 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.

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

High fire pressure

12.0 fires/min, best of T6 CAs. Keeps DCP on cooldown.

Super-heal

Repair Party heals 2.0%/s, best of T6 CAs. Restores more HP per active second than peers.

Burny secondaries

9.0% best HE fire chance per secondary shell (before target resistance), top decile of T6 CAs. Stacks fires faster than peers in a brawl.

Punch-through secondaries

21.0 mm best HE pen across secondary families, top decile of T6 CAs. Pens hull plates peers' secondaries shatter on.

Slow AP shells

762.0 m/s AP muzzle velocity, bottom decile of T6 CAs. Lobby trajectory, more lead, easier to dodge at range.

Slow for the class

30.0 kt, bottom decile of T6 CAs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

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.

Best listed chance for this ship

  • Super VI Crate 4% One of the Tier VI Premium ships Event containers · Super VI Crate · 1 of 25 ships
  • Anniversary U.S.A. Crate 2.5% IV Marblehead or VI Boise* Event containers · Anniversary U.S.A. Crate · 1 of 2 ships
  • Santa Level 5 0.486111% Tier VI Premium ship Event containers · Santa Level 5 · 1 of 36 ships
Show all 19 containers (16 more)
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Santa Level 4 0.1875% Tier VI Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 36 ships
    Show 2 paths
    • Santa Level 40.138889%
    • Santa Level 4 → Santa Level 50.048611%
  • Santa Level 3 0.135764% Tier VI Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Santa Level 30.083333%
    • Santa Level 3 → Santa Level 50.024306%
    • Santa Level 3 → Santa Level 40.020833%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
  • Mega Santa '23 0.121212% Tier VI Premium ship Event containers · Mega Santa '23 · 1 of 33 ships
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Super Santa '23 0.106061% Tier VI Premium ship Event containers · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Santa Level 2 0.057517% Tier VI Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 36 ships
    Show 7 paths
    • Santa Level 20.027778%
    • Santa Level 2 → Santa Level 30.0125%
    • Santa Level 2 → Santa Level 40.006944%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Champion's Box 0.027153% Tier VI Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.016667%
    • Champion's Box → Santa Level 3 → Santa Level 50.004861%
    • Champion's Box → Santa Level 3 → Santa Level 40.004167%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
  • Santa Level 1 0.014065% Tier VI Premium ship Event containers · Santa Level 1 · 10 paths combined · 1 of 36 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004167%
    • Santa Level 1 → Santa Level 20.004167%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
    • Santa Level 10.000056%
  • Ultimate Crate 0.010606% Tier VI Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 33 ships
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Baltimore, AL Montpelier, and Captain Janeway are useful American cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL BaltimoreAL Montpelier

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 Boise sits among Tier VI CAs (32 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.

BestFires per minute12 (1 of 3 tied) BestRepair heal rate2 %/s (1 of 2 tied) Top 10%Secondary fire chance9% (3/27) Top 10%Acceleration9 s (3/32) Top 25%Traverse-to-turn ratio7.8 × (6/32) Top 25%HE DPM220,000 (7/30) Top 25%AP DPM320,000 (7/31) Top 25%HE alpha1,800 (7/27) Top 25%Secondary HE pen21 mm (5/27) Top 25%AA DPS382 (7/32) Top 25%AA threat1,247 (8/32) Bottom 25%Main battery range14.59 km (25/32) Bottom 25%HE velocity812 m/s (27/30) Bottom 25%AP fuse timer0.01 s (26/31) Bottom 25%Deck armor51 mm (29/32) WorstMax speed30 kt (1 of 3 tied) WorstAP velocity762 m/s (1 of 2 tied) WorstNo torpedoes (8 of 32 in cohort)
See 25 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.

Hit points33,300 HP(15/32) Concealment12.08 km(23/32) Air detection7.25 km(23/32) Rudder shift11.9 s(22/32) Main battery caliber152 mm(21/32) Main battery reload9 s(17/32) Sigma2(17/32) HE shell damage2,200(21/30) HE fire chance12%(14/30) AP shell damage3,200(23/31) Main dispersion133.6 m(23/32) Secondary DPM (per side)96,000(13/27) AP arming threshold25 mm(11/31) Engine power100,000 hp(17/32) Turn-speed retention144.9 hp/m(16/32) Displacement12,283 t(19/32) Power-to-weight8.14 hp/t(17/32) AA range4.2 km(23/32) Max armor127 mm(15/32) Citadel belt127 mm(11/32) Bow armor30 mm(13/32) Stern armor30 mm(15/32) NormAP ricochet start45°(26 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value) NormSecondary range4.5 km(18 of 27 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 4.44 kmRepair 2Def-AA
Survivability
Hit Points33,300
Displacement12,283 t
Armor range6–127 mm
Plate armor thicknesses6, 13, 16, 30, 51, 76, 95, 120, 127 mm
Armor material/layer entries46
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
16,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
10,000
Main Battery
ModuleArtillery: 152 mm Mk16
Mounts / barrels5 mounts / 15 barrels
Reload time10 s
Firing range14.6 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14586/30·(8−1.1)/1000 + 1.1)·30 = 133.6 m
133.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.6 × 0.6 = 80.2 m
80.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.6 × 0.32 (σ=2) = 42.7 m
42.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 80.2 × 0.319 (σ=2) = 25.6 m
25.6 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ15 broadside guns x 60 / 10 s base reload = 90.
90
HE shells
HE Damage2,200
HE Velocity812 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 15 broadside guns = 33,000.
33,000
Base HE DPM
ƒ33,000 HE full-salvo alpha x 60 / 10 s base reload = 198,000.
198,000
Base fires/min
ƒ15 HE shells x 60 / 10 s reload x 12% fire chance = 10.8.
10.8
AP shells
AP Damage3,200
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical 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 × 2445 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 290.2 mm. Matches the in-game spec card.
290.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.2 km), where the shell has slowed to 323.1 m/s: 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 323.1^1.38 = 88.8 mm.
88.8 mm
AP full-salvo alpha
ƒ3,200 AP damage x 15 broadside guns = 48,000.
48,000
Base AP DPM
ƒ48,000 AP full-salvo alpha x 60 / 10 s base reload = 288,000.
288,000
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.
15
AA Defense
AA mount points18
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (70×3.5×0.9) + (31×3.5×0.85) + (22×3.5×0.9) = 382. 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.
382
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.2 km
40 mm Bofors Mk16×2 40mm
40 mm Bofors Mk24×4 40mm
20 mm Oerlikon Mk208×2 20mm
127 mm Mk27 (DP)8×1 127mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
22
Range4.2 km
Medium aura
DPS70
Range3.5 km
Total DPS in Aura
ƒFar 22 + Medium 70 = 92
92
Near aura
DPS31
Range2 km
Total DPS in Aura
ƒFar 22 + Medium 70 + Near 31 = 123
123
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Caliber127 mm
Reload time4.5 s
HE Damage1,800
Muzzle Velocity657 m/s
Fire Chance9%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed30 kt
Turning circle radius690 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.8× ok
Concealment
Detectability by sea12.08 km
Detectability by air7.25 km
Smoke firing penalty5.78 km
Detect after firing main guns12.08 km
Detect Fire Sea14.08 km
Detect Fire Air10.25 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4.44 km ship detect · 3.33 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse10 → 11 °/s

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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp133.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14586/30·(8−1.1)/1000 + 1.1)·30 = 133.6 m
Max Vert Disp80.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133.6 × 0.6 = 80.2 m
Med Horiz Disp42.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133.6 × 0.32 (σ=2) = 42.7 m
Med Vert Disp25.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 80.2 × 0.319 (σ=2) = 25.6 m
AP Pen Close290.2 mm
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 × 2445 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 290.2 mm. Matches the in-game spec card.
AP Pen Far88.8 mm
Same formula at the ship's max firing range (18.2 km), where the shell has slowed to 323.1 m/s: 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 323.1^1.38 = 88.8 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha15
All 15 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha33,000
2,200 HE damage x 15 broadside guns = 33,000.
AP full-salvo alpha48,000
3,200 AP damage x 15 broadside guns = 48,000.
Base HE DPM198,000
33,000 HE full-salvo alpha x 60 / 10 s base reload = 198,000.
Base AP DPM288,000
48,000 AP full-salvo alpha x 60 / 10 s base reload = 288,000.
Base shells/min90
15 broadside guns x 60 / 10 s base reload = 90.
Base fires/min10.8
15 HE shells x 60 / 10 s reload x 12% fire chance = 10.8.

AA defense

Close-range AA DPS382
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (70×3.5×0.9) + (31×3.5×0.85) + (22×3.5×0.9) = 382. 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.
Maximum AA range4.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1247
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)96,000
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: 8×1 127 mm (4/side) × 60/4.5 × 1800 = 96,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
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.
Max HE pen21 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 21 mm from the 127 mm family.

Armor

Hull HP 33,300, 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
Bow30 mm primary (range 16–30 mm)1,200 (4% of HP)
Overmatch not possible at T VIIAngle 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 16–127 mm)25,000 (75% of HP)
Overmatched by 283mm+ (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.
Stern30 mm primary (range 16–120 mm)2,200 (7% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel127 mm primary (range 6–127 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure13 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 HP16,700 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.
Secondary mount (127 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 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 HP10,000 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Boise 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.