Bourgogne
Beta- Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
- Avoid: Using the 32-kn speed to push rather than to rotate
Bourgogne Community Stats
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Bourgogne Community Stats
Playstyle
Overview
Bourgogne is a Legendary French fast battleship at 32 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best torpedo belt percent in Legendary BBs (55) and best AP DPM in Legendary BBs (366,154).
Positioning
Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.
Potato Avoidance
Using the 32-kn speed to push rather than to rotate
The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.
Signature Traits
55.0% torpedo damage reduction, best of Legendary BBs.
366154 AP DPM, best of Legendary BBs. Punishes broadsides.
12.0% best HE fire chance per secondary shell (before target resistance), best of Legendary BBs. Stacks fires faster than peers in a brawl.
Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.
Torpedo damage reduction in the top bracket. Tanks torpedo strikes that delete peers.
How to get Bourgogne
Bourgogne is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Build for main-battery accuracy, reload, speed, concealment, and survivability. Reload Booster and Engine Boost synergy is the core.
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 Bourgogne sits among Legendary BBs (17 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 26 mid-pack stats
Not standouts for Bourgogne -- 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 = (17450/30·(12−2)/1000 + 2)·30 = 234.5 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 234.5 × 0.6 = 140.7 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 234.5 × 0.344 (σ=1.8) = 80.6 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 140.7 × 0.344 (σ=1.8) = 48.4 mƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
12 broadside guns x 60 / 26 s base reload = 27.7.HE shells
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63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).ƒ
5,400 HE damage x 12 broadside guns = 64,800.ƒ
64,800 HE full-salvo alpha x 60 / 26 s base reload = 149,538.ƒ
64,800 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 166,154.ƒ
12 HE shells x 60 / 26 s reload x 36% fire chance = 9.97.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 × 2347 × 885^0.69 × 0.38^-1.07 × 830^1.38 = 761.8 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 543.4 m/s: 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 543.4^1.38 = 424.6 mm.ƒ
11,900 AP damage x 12 broadside guns = 142,800.ƒ
142,800 AP full-salvo alpha x 60 / 26 s base reload = 329,538.ƒ
142,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 366,154.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: (140×3.5×0.75) + (35×3.5×0.7) + (11×3.5×0.75) + (40×3.5×0.75) = 587. 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 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Includes 11 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Outer Far 40 + Inner Far 11 = 51ƒ
Outer Far 40 + Inner Far 11 + Medium 140 = 191ƒ
Outer Far 40 + Inner Far 11 + Medium 140 + Near 35 = 226ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6 km × 57 + 30 = 372 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
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
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 = (17450/30·(12−2)/1000 + 2)·30 = 234.5 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 234.5 × 0.6 = 140.7 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 234.5 × 0.344 (σ=1.8) = 80.6 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 140.7 × 0.344 (σ=1.8) = 48.4 mStandard BB dispersion. Used as the baseline for cross-family comparisons.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 × 2347 × 885^0.69 × 0.38^-1.07 × 830^1.38 = 761.8 mm. Matches the in-game spec card.Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 543.4 m/s: 1e-7 × 2347 × 885^0.69 × 0.38^-1.07 × 543.4^1.38 = 424.6 mm.63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).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 12 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.5,400 HE damage x 12 broadside guns = 64,800.11,900 AP damage x 12 broadside guns = 142,800.64,800 HE full-salvo alpha x 60 / 26 s base reload = 149,538.142,800 AP full-salvo alpha x 60 / 26 s base reload = 329,538.64,800 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 166,154.142,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 366,154.12 broadside guns x 60 / 26 s base reload = 27.7.12 broadside guns x 60 / 23.4 s installed Artillery reload = 30.8.12 HE shells x 60 / 26 s reload x 36% fire chance = 9.97.12 HE shells x 60 / 23.4 s installed reload x 36% fire chance = 11.08.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (140×3.5×0.75) + (35×3.5×0.7) + (11×3.5×0.75) + (40×3.5×0.75) = 587. 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.6 km × 57 + 30 = 372 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: 8×2 127 mm (8/side) × 60/4 × 1800 = 216,000 + 3×3 152 mm (4.5/side) × 60/8 × 2200 = 74,250. 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: 2200 from the 152 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 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: 25 mm from the 152 mm family.Armor
Hull HP 74,700, 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 | 32 mm primary (range 32–50 mm) | 4,000 (5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 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) | 85 mm primary (range 20–370 mm) | 56,000 (75% of HP) | No common caliber overmatches85 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–150 mm) | 3,800 (5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 405 mm primary (range 20–405 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 | 19 mm primary (range 19–430 mm) | 3,800 (5% 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 | 37,400 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 (152 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 (57 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 | 22,400 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.
Balance History
Balance updates affecting Bourgogne. Cards are condensed; use each source link for full context.
Ministry of Balance: New Horizons, Greater Heights
- The length of the barbette rings was extended to reach the citadel, and the armor of the bottom ring has been increased from 80 to 85 mm. New superstructure elements were added. This change has minimal impact on the ship's performance.
Skins & permanent camouflages
Every custom exterior Bourgogne can equip, from in-game data.
DefaultThe ship’s standard exterior
Bourgogne RepubDecorative
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.
