Campbeltown A
Beta- 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…
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Campbeltown A Community Stats
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Campbeltown A Community Stats
Record History
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
+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
21.0 mm max plate, best of T2 DDs.
884.0 m/s AP muzzle velocity, best of T2 DDs. Flatter trajectory, less lead, harder to dodge.
884.0 m/s HE muzzle velocity, best of T2 DDs. Flatter trajectory, easier to land at range.
11067.0 damage per torpedo, best of T2 DDs.
1.2 km torpedo detect, worst of T2 DDs. Easy to dodge if targets are looking.
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.
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 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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 11.5 deg/s traverse speed = 15.7 s.ƒ
3 broadside guns x 60 / 7 s base reload = 25.7.HE shells
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17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).ƒ
1,500 HE damage x 3 broadside guns = 4,500.ƒ
4,500 HE full-salvo alpha x 60 / 7 s base reload = 38,571.ƒ
3 HE shells x 60 / 7 s reload x 6% fire chance = 1.54.AP shells
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floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 291 m/s: .ƒ
1,700 AP damage x 3 broadside guns = 5,100.ƒ
5,100 AP full-salvo alpha x 60 / 7 s base reload = 43,714.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
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Far 1 + Near 5 = 6ƒ
Time 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: ; ; piecewise acceleration ; the engine ramps over . Euler step until . 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.ƒ
Time to accelerate from 0 kt to 99% of top speed (34.6 kt of 35). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
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
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8687}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 80.2\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 80.2 \cdot 0.6 = 48.1\,\text{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}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 48.1 \cdot 0.32\;(\sigma = 2) = 15.4\,\text{m}$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.Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 291 m/s: $P = 10^{-7}\cdot 1451 \cdot 14.97^{0.69} \cdot 0.102^{-1.07} \cdot 291^{1.38} = 27.1\,\text{mm}$.17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).floor(102 mm caliber / 14.3) = 7 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 3 barrels bear on the broadside.180 degrees / 11.5 deg/s traverse speed = 15.7 s.1,500 HE damage x 3 broadside guns = 4,500.1,700 AP damage x 3 broadside guns = 5,100.4,500 HE full-salvo alpha x 60 / 7 s base reload = 38,571.5,100 AP full-salvo alpha x 60 / 7 s base reload = 43,714.3 broadside guns x 60 / 7 s base reload = 25.7.3 HE shells x 60 / 7 s reload x 6% fire chance = 1.54.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.AA defense
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.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.Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Campbeltown A can equip, from in-game data.
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.
