World of Warships: Legends ship guide

Campbeltown A

Beta
U.K. · Tier II · Destroyer · Premium · Campbeltown Variant
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Work near caps with an escape route, using cover and smoke timing to take favorable fights instead of c…
  • Avoid: Do not get trapped with no exit after the first contact; British destroyers reward repeated small advan…
Key characteristics
Long torps (8 km)SmokeEngine BoostVisible torps
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Community Data

Campbeltown A Community Stats

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Playstyle

Overview

Campbeltown is a Tier II British premium destroyer best treated as a flexible destroyer that mixes scouting, short trades, and repeated disengages to control objectives. Its value comes from surviving long enough to keep vision active, choose favorable trades, and turn torpedo or gun pressure into objective control.

Positioning

Work near caps with an escape route, using cover and smoke timing to take favorable fights instead of committing to long open-water duels. Choose cap edges and flank lanes with an escape route, balancing spotting, gun trades, and torpedo angles without getting trapped.

Potato Avoidance

Get trapped with no exit after the first contact

British destroyers reward repeated small advantages, not all-in yolo trades. The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Heavy armor

21.0 mm max plate, best of T2 DDs.

Flat AP shells

884.0 m/s AP muzzle velocity, best of T2 DDs. Flatter trajectory, less lead, harder to dodge.

Flat HE shells

884.0 m/s HE muzzle velocity, best of T2 DDs. Flatter trajectory, easier to land at range.

Heavy torpedoes

11067.0 damage per torpedo, best of T2 DDs.

Visible torps

1.2 km torpedo detect, worst of T2 DDs. Easy to dodge if targets are looking.

Acquisition

How to get Campbeltown A

Campbeltown A is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Ariadne M. Davis, Grotmaz Smart, and Phillip Vian are useful British destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

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Commanders frequently paired with this ship Ariadne M. DavisGrotmaz SmartPhilip Vian

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Cohort position

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Where Campbeltown A sits among Tier II DDs (24 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.

BestAP velocity884 m/s (1 of 4 tied) BestHE velocity884 m/s (1 of 4 tied) BestTorpedo damage≈11,067 (1 of 3 tied) BestMax armor21 mm (1 of 2 tied) Top 25%Max speed35 kt (7/24) Top 25%Traverse-to-turn ratio5.8 × (7/24) Top 25%AA DPS20 (7/24) Top 25%AA range3 km (4/24) Top 25%Torpedo range7.5 km (7/24) Top 25%Torpedo speed57 kt (5/24) Bottom 25%Air detection2.83 km (19/24) Bottom 25%Rudder shift2.7 s (19/24) Bottom 25%Main battery reload6.3 s (21/24) Bottom 25%Fires per minute1.71 (19/24) Bottom 25%HE DPM42,857 (19/24) Bottom 25%Displacement1,267 t (19/24) Bottom 25%Torpedo reload63 s (21/24)
See 16 mid-pack stats

Not standouts for Campbeltown A -- 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 points8,900 HP(9/24) Concealment5.65 km(17/24) Main battery caliber102 mm(11/24) Main battery range8.69 km(13/24) HE shell damage1,500(9/24) HE fire chance6%(11/24) AP shell damage1,700(9/22) AP DPM48,571(17/22) Main dispersion80.2 m(17/24) AP arming threshold17 mm(11/22) Engine power24,200 hp(11/24) Turn-speed retention46.5 hp/m(13/24) Power-to-weight19.1 hp/t(17/24) AA threat30(7/18) NormAP fuse timer0.01 s(19 of 22 tied at this value) NormAP ricochet start45°(21 of 22 tied at this value)
Survivability
Hit Points8,900
Displacement1,267 t
Armor range6–21 mm
Plate armor thicknesses6, 10, 13, 15, 21 mm
Armor material/layer entries29
Fire resistance3.3%
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.
4,500
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.
2,700
Main Battery
ModuleArtillery: 102 mm/50 Mk XII
Mounts / barrels3 mounts / 3 barrels
Reload time7 s
Firing range8.7 km
Turret traverse11.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(868730·80.51000+0.5)·30=80.2m
80.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =80.2·0.6=48.1m
48.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =80.2·0.319(σ=2)=25.6m
25.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =48.1·0.32(σ=2)=15.4m
15.4 m
Turret turn time
ƒ180 degrees / 11.5 deg/s traverse speed = 15.7 s.
15.7 s
Base shells/min
ƒ3 broadside guns x 60 / 7 s base reload = 25.7.
25.7
HE shells
HE Damage1,500
HE Velocity884 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 3 broadside guns = 4,500.
4,500
Base HE DPM
ƒ4,500 HE full-salvo alpha x 60 / 7 s base reload = 38,571.
38,571
Base fires/min
ƒ3 HE shells x 60 / 7 s reload x 6% fire chance = 1.54.
1.54
AP shells
AP Damage1,700
AP Velocity884 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1451·14.970.69·0.1021.07·8841.38=125.7mm. Matches the in-game spec card.
125.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 291 m/s: P=107·1451·14.970.69·0.1021.07·2911.38=27.1mm.
27.1 mm
AP full-salvo alpha
ƒ1,700 AP damage x 3 broadside guns = 5,100.
5,100
Base AP DPM
ƒ5,100 AP full-salvo alpha x 60 / 7 s base reload = 43,714.
43,714
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.
3
Torpedoes
ModuleTorpedoes: 533 mm Triple Mk I
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time63 s
Projectile speed57 kt
Range7.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=33,200·0.333=11,067.
≈ 11,067
Torpedo detectability1.2 km
Flooding chance196%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming176 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.
66,402
AA Defense
AA mount points3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (5×3.5×0.95) = 20. 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.
20
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm/40 QF Mk II1×1 76mm
12.7 mm Browning M2 mod. 22×1 13mm
Far aura
DPS1
Range3 km
Near aura
DPS5
Range1.2 km
Total DPS in Aura
ƒFar 1 + Near 5 = 6
6
Maneuverability
Engine moduleEngine: 24,200 hp
Engine power24,200 hp
Maximum speed35 kt
Turning circle radius520 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (31.5 kt of 35). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(24,2001,267)0.42=3.4517; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=17s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
17 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (34.6 kt of 35). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=28.9s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
28.9 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.0·0.5144520=1.98°/s, so ratio=ωturretωhull=11.51.98=5.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.8× slow
Concealment
Detectability by sea5.65 km
Detectability by air2.83 km
Smoke firing penalty2 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.65 km
Detect Fire Sea7.65 km
Detect Fire Air5.83 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 109 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

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

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 Disp80.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8687}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 80.2\,\text{m}$
Max Vert Disp48.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 80.2 \cdot 0.6 = 48.1\,\text{m}$
Med Horiz Disp25.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 80.2 \cdot 0.319\;(\sigma = 2) = 25.6\,\text{m}$
Med Vert Disp15.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 48.1 \cdot 0.32\;(\sigma = 2) = 15.4\,\text{m}$
AP Pen Close125.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1451 \cdot 14.97^{0.69} \cdot 0.102^{-1.07} \cdot 884^{1.38} = 125.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far27.1 mm
Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 291 m/s: $P = 10^{-7}\cdot 1451 \cdot 14.97^{0.69} \cdot 0.102^{-1.07} \cdot 291^{1.38} = 27.1\,\text{mm}$.
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time15.7 s
180 degrees / 11.5 deg/s traverse speed = 15.7 s.
HE full-salvo alpha4,500
1,500 HE damage x 3 broadside guns = 4,500.
AP full-salvo alpha5,100
1,700 AP damage x 3 broadside guns = 5,100.
Base HE DPM38,571
4,500 HE full-salvo alpha x 60 / 7 s base reload = 38,571.
Base AP DPM43,714
5,100 AP full-salvo alpha x 60 / 7 s base reload = 43,714.
Base shells/min25.7
3 broadside guns x 60 / 7 s base reload = 25.7.
Base fires/min1.54
3 HE shells x 60 / 7 s reload x 6% fire chance = 1.54.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range50.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage66,402
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.
Per-side salvo damage66,402
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.

AA defense

Close-range AA DPS20
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (5×3.5×0.95) = 20. 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 range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index30
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 range1.2 km
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Campbeltown A default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision

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