World of Warships: Legends ship guide

Also known as Brisbane Black

Brisbane B

Also called: 布里斯班 B Beta
Commonwealth · Tier ★ · CL Cruiser · Premium · Brisbane Variant
Super-heal cruiserA heavy Repair Party means it outlasts trades thin-skinned cruisers cannot.
Playstyle
  • 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
Key characteristics
Long torps (13.5 km)Radar (10.5 km)Lobs over islandsSmoke + SonarDefensive AAThin end plates
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Community Data

Brisbane B Community Stats

Across 1,100+ Standard battles from 39 players, Brisbane B averages a 67% win rate, 96,500 damage and 1.2 kills per battle, and survives 49% of them.

Community Data

Brisbane B Community Stats

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Playstyle

Overview

Brisbane B is a Legendary Commonwealth 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. Surveillance Radar (10.5 km, 25 s active, every 120 s) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: best smoke duration in Legendary CAs (90 s, 1st of 8) and best big torpedo salvo in Legendary CAs (10, 2nd of 13). The trade is thin end plates in Legendary CAs (16 mm, 19th of 21).

Positioning

Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts. Radar reaches 10.5 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 6.3 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 0.83 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 4.9 km) and radar (about 9.9 km) read straight in regardless.

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 10.5 km for 25 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

10.5 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.

Long smoke deployment ↗

90 s smoke deployment window, best of the 8 Legendary CAs with smoke. Lays a longer rolling smoke trail while moving.

ELITE TORPEDOES ↗
  • Big torpedo salvo · 10 tubes
  • Long-range torps · 13.5 km
Long-reach AA ↗

6 km AA reach, best of Legendary CAs.

ELITE REPAIR PARTY ↗
  • Super-heal
  • Repairs citadel hits · 50%
Thin end plates

16 mm bow and stern plating, both in the bottom bracket of Legendary CAs. AP above 96 mm of caliber cannot arm on 16 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; 234 mm AP and up overmatches it at any angle.

Acquisition

How to get Brisbane B

Brisbane B 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

Official WG availability sources
Show direct source rows

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.

Open in Build Tool →

Commanders frequently paired with this ship Gunichi MikawaFrancesco Mimbelli

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 Brisbane B sits among Legendary CAs (21 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.

BestTime to 90% speed9.4 s (1 of 2 tied) BestAcceleration (0-12 kt)3.2 s (1 of 2 tied) BestAA range6 km (1 of 4 tied) BestFlak damage per salvo (expected)3,654 (1 of 2 tied) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%Turn speed retained93.1% (3/21) Top 10%AA threat3,203 (2/21) Top 25%Smoke fire bloom6.27 km (4/21) Top 25%Turning circle750 m (6/21) Top 25%Main battery reload4 s (4/21) Top 25%Fires per minute13.5 (4/19) Top 25%HE DPM322,500 (4/19) Top 25%AP DPM480,000 (5/21) Top 25%AP arming threshold25 mm (6/21) Top 25%Displacement16,970 t (5/21) Top 25%Effective HE DPM (incl. fire)433,162 (4/19) Top 25%AA DPS640 (6/21) Top 25%Torpedo range13.5 km (3/13) Bottom 25%Hit points43,300 HP (18/21) Bottom 25%Main battery caliber152 mm (17/21) Bottom 25%Main battery range15.44 km (18/21) Bottom 25%HE velocity768 m/s (18/19) Bottom 25%Engine power110,000 hp (18/21) Bottom 25%Power / turn radius146.7 hp/m (19/21) Bottom 25%AP pen at 10 km138 mm (17/21) Bottom 25%Max armor127 mm (17/21) Bottom 25%Citadel belt101 mm (17/21) WorstNo secondaries (8 of 21 in cohort) WorstEnd plates16 mm (1 of 4 tied / 1 of 4 tied)
See 17 mid-pack stats

Not standouts for Brisbane B -- 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.

Max speed33.5 kt(13/21) Concealment12.74 km(7/21) Air detection7.64 km(7/21) Rudder shift10.5 s(7/21) Sigma2.05(13/21) HE fire chance9%(15/19) Main dispersion139.5 m(7/21) AP velocity768 m/s(15/21) AP fuse timer0.025 s(13/21) Power-to-weight6.48 hp/t(13/21) Torpedo damage≈15,667(7/13) Torpedo speed65 kt(5/13) Torpedo reaction time7.4 s(5/13) Torpedo reload110 s(9/13) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points43,300
Displacement16,970 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
189.5 x 23.6 m
Armor range6–127 mm
Plate armor thicknesses6, 13, 16, 19, 25, 32, 38, 51, 57, 81, 90, 101, 127 mm
Armor material/layer entries62
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 43,300 HP = 3,897 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 43,300 HP = 4,330 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.29 hull torpedo-damage coefficient / 0.333 unprotected baseline = 13%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
13%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
21,700
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.
13,000
Effective HP
ƒBase 43,300 HP plus everything Repair Party can restore: 0.02 of max HP per second (2%) × 20 s × 43,300 HP = 17,320 HP per charge, × 2 charges = 34,640 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
77,940
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,000 = 4,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,000
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,900 = 11,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,900
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 32,500 = 65,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
32,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,100 = 4,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,900 = 5,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,900
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 152 mm/50 Mk XXVI
Mounts / barrels5 mounts / 10 barrels
Reload time4 s
Firing range15.4 km
Turret traverse38 °/s
Turret armor101 mm
Turret traverse arcs
ƒHow 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.
±149°, ±145°, ±159°, ±157°, ±156°
Guns to bear
ƒ180° − 156° (the most restricted aft-facing mount's arc) = 24° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
24° off bow / 35° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.4 km) shells land in an ellipse about 140 m wide and 84 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.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1544030·8−1.11000+1.1)·30=139.5m
139.5 m at 15.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =139.5·0.6=83.7m
83.7 m at 15.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =139.5·0.62.05=40.8m
40.8 m at 15.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.7·0.62.05=24.5m
24.5 m at 15.4 km
Turret turn time
ƒ180 degrees / 38 deg/s traverse speed = 4.7 s.
4.7 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 4 s base reload = 150. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 161.5.
Initial: 150 → 161.5
HE shells
HE alpha2,150
HE Velocity768 m/s
Fire Chance9%
HE fire DPM vs T8 BB110662
Effective HE DPM vs T8 BB433162
HE penetration
ƒ30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,150 HE damage x 10 broadside guns = 21,500.
21,500
HE DPM
ƒZero upgrades: 21,500 HE full-salvo alpha x 60 / 4 s base reload = 322,500. All upgrades (Main Battery Mod. 3 = -10% reload): 21,500 HE full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 347,308.
Initial: 322,500 → 347,308
Fires/min
ƒZero upgrades: 150 shells/min × 0.09 (9% fire chance) = 13.5. All upgrades (Main Battery Mod. 3 = -10% reload): 161.5 shells/min × 0.09 (9% fire chance) = 14.54.
Initial: 13.5 → 14.54
AP shells
AP alpha3,200
AP Velocity768 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP pen max range100 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2672·59.850.69·0.152−1.07·7681.38=323.8mm.
323.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.4 km), where the shell has slowed to 327.7 m/s: P=10−7·2672·59.850.69·0.152−1.07·327.71.38=100mm.
100 mm at 15.4 km
AP full-salvo alpha
ƒ3,200 AP damage x 10 broadside guns = 32,000.
32,000
AP DPM
ƒZero upgrades: 32,000 AP full-salvo alpha x 60 / 4 s base reload = 480,000. All upgrades (Main Battery Mod. 3 = -10% reload): 32,000 AP full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 516,923.
Initial: 480,000 → 516,923
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.
20
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes4 launchers × 5 tubes = 20 tubes
Reload time110 s
Projectile speed65.0 kt
Range13.5 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=47,000·0.333=15,667. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 15,667
Maximum damage (ammunition)
ƒ47,000 warhead alpha / 3 + 1,100 blast = 16,767. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,767
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km65 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.82 per hit, shown as 2.82×100=282%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
282%
Torpedo launcher traverse25 °/s
Launch arcswing 145° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,667 = 156,670. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
156,670
AA Defense
AA mount points14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
6 km
76.2 mm/70 Mk VI8×2 76mm
40 mm Bofors Mk VII6×1 40mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective 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 117 from dual-purpose main battery firing as AA in this range band.
117
Range6 km
Outer Medium aura
Guns76.2 mm/70 Mk VI
Continuous DPS
ƒEffective DPS: 142 raw aura damage × 3.5 × 0.9 hit probability = 447 - the same in-game units as the Close-range AA DPS headline.
447
Range5 km
Total DPS in Aura
ƒFar 117 + Outer Medium 447 = 564
564
Inner Medium aura
Guns40 mm Bofors Mk VII
Continuous DPS
ƒEffective DPS: 24 raw aura damage × 3.5 × 0.9 hit probability = 76 - the same in-game units as the Close-range AA DPS headline.
76
Range3.5 km
Total DPS in Aura
ƒFar 117 + Outer Medium 447 + Inner Medium 76 = 640
640
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 290 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.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
290
Cloud spawn chance
ƒEach 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe 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 6 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.
2.5-6 km
Maneuverability
Engine power110,000 hp
Maximum speed33.5 kt
Turning circle radius750 m
Rudder shift time10.5 s
Engine power-boost threshold31.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 kt
Crash stop
ƒSeconds 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.
30.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
9.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
27.6 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 38 − 6.7 = +31.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+31.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.74 km x 0.955 = 12.17 km. Camouflage does not change detectability by air.
12.74 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.74 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.17 km.
12.17 km
Detectability by air7.64 km
Smoke firing penalty6.27 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.74 km) = 15.44 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.44 km
Detect when firing (air)
ƒAir detectability 7.64 km + gun-firing bloom 3.04 km = 10.68 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
10.68 km
Detect when on fire (sea)
ƒSea detectability 12.74 km + 2.0 km while burning = 14.74 km.
14.74 km
Detect when on fire (air)
ƒAir detectability 7.64 km + 3.0 km while burning = 10.64 km.
10.64 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 20 s active · 17,320 HP (40% of max HP) total heal (per charge)
ƒ0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 43,300 HP = 17,320 HP: up to 40% of max HP restored per charge.
· 34,640 HP (80% of max HP) total heal (all charges)
ƒ0.4 of max HP per charge × 2 charges = 0.8 × 43,300 HP = 34,640 HP: up to 80% of max HP if the whole Repair Party loadout is used.
· 866 HP/s (2% of max HP) heal per second
ƒ0.02 (2% of max HP) × 43,300 HP = 866 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Surveillance Radar2 charges · 120 s reload · 25 s active · 10.5 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 350×301000=10.5 km
Smoke Generator3 charges · 160 s reload · 90 s emit / 10 s cloud active · 450 m radius

Under the hood

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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

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(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.
Shell scatter width @ 10 km102 m
(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.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.6 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15440=7720 m, and radiusOnMax=0.6 at 15440 m. Below the kink: k=0.2+(0.5−0.2)·50007720=0.3943, so σV=σH·k=67.5·0.3943=26.6m.
Shell scatter height @ 10 km54 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15440=7720 m, and radiusOnMax=0.6 at 15440 m. Above the kink: k=0.5+(0.6−0.5)·10000−772015440−7720=0.5295, so σV=σH·k=102·0.5295=54m.
Shell scatter height @ 15 km81.1 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15440=7720 m, and radiusOnMax=0.6 at 15440 m. Above the kink: k=0.5+(0.6−0.5)·15000−772015440−7720=0.5943, so σV=σH·k=136.5·0.5943=81.1m.
AP pen 5 km208 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2672·59.850.69·0.152−1.07·557.21.38=208mm, where 557.2 m/s is the shell's speed when it arrives at 5 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km138 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2672·59.850.69·0.152−1.07·413.31.38=138mm, where 413.3 m/s is the shell's speed when it arrives at 10 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km102 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2672·59.850.69·0.152−1.07·332.31.38=102mm, where 332.3 m/s is the shell's speed when it arrives at 15 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.61 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3475·0.15228·59.85=5.27×10−5. That runs from a 768 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.
HE flight time @ 10 km6.65 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3475·0.15228·58.85=5.36×10−5. That runs from a 768 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.
Guns per full salvo (alpha, DPM)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,672
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass59.85 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3475
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity768 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity768 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.4 s
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range77.3 s
13500 m / (65.0 kt × 2.6855) = 77.3 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count20
4 launchers × 5 tubes.
Per-side salvo10 torpedoes
20 wing tubes / 2 = 10: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage313,340
All tubes hitting one target: tubes x per-torpedo simulated damage = 20 x 15,667 = 313,340. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range117
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mark VII single 6x1 -> 76 DPS @ 3.5 km; 3in70 Mk6 8x2 -> 447 DPS @ 5 km; Far AA (?) -> 117 DPS @ 6 km.
AA DPS layered by range117 DPS @ 6 km, 564 DPS @ 5 km, 640 DPS @ 3.5 km
@ 6 km: 117 from one family; @ 5 km: 447 + 117 = 564; @ 3.5 km: 76 + 447 + 117 = 640. 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.
AA DPS at point-blank640
76 + 447 + 117 = 640 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index3203
76 × 3.5 + 447 × 5 + 117 × 6 = 3203. 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.
Open in Charting Tool

Ship Charts

Background

After World War II, the Royal Australian Navy may have acquired one or more Design Z cruisers to replace and reinforce their navy. These cruisers, from the planned 1947 Minotaur-class light cruisers, are designed with automatic 6-inch (152 mm) guns that can engage both surface and air targets.

Armor Beta

Hull HP 43,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern16 mm

Overmatched by 83+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel101 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–25 mm)≈ 2,165 (~5% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)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)51 mm primary (range 16–127 mm)≈ 32,475 (~75% of HP)
No common AP caliber overmatches51 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–25 mm)≈ 2,165 (~5% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel101 mm primary (range 13–101 mm)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.
Superstructure13 mm primary (range 13–57 mm)no cap
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).

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 Brisbane B. Cards are condensed; use each source link for full context.

Buff ×6Main Battery ×3Consumable ×1
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time reduced from 4.5 to 4 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Brisbane B can equip.

  • Brisbane B 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.