World of Warships: Legends ship guide

Campbeltown

Beta
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 7.5-km torpedoes for a perfect shot
Key characteristics
Long torps (8 km)SmokeEngine BoostVisible torps
Community Data

Campbeltown Community Stats

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Playstyle

Overview

Campbeltown is a Tier II British torpedo destroyer reaching 7.5 km. The torpedoes travel at 57 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best armor plate in T2 DDs (21 mm) and best AP shell velocity in T2 DDs (884).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7.5 km reach at 57 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 7.5-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

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

11967.0 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.

Slow reload

6.3 s reload, bottom decile of T2 DDs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Campbeltown

Campbeltown 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

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 sits among Tier II DDs (20 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 3 tied) BestHE velocity884 m/s (1 of 3 tied) BestTorpedo damage11,967 (1 of 2 tied) BestTorpedo speed57 kt (1 of 4 tied) BestMax armor21 mm (1/20) BestCitadel belt13 mm (1 of 4 tied) BestBow armor21 mm (1/20) BestDeck armor21 mm (1/20) Top 10%AA range3 km (3/20) Top 10%Stern armor13 mm (3/20) Top 25%Traverse-to-turn ratio5.8 × (6/20) Top 25%Torpedo range7.5 km (6/20) Bottom 25%Main battery reload6.3 s (18/20) Bottom 25%Fires per minute1.71 (16/20) Bottom 25%HE DPM42,857 (16/20) Bottom 25%Torpedo reload63 s (18/20)
See 22 mid-pack stats

Not standouts for Campbeltown -- 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(8/20) Max speed35 kt(7/20) Concealment5.65 km(13/20) Air detection2.83 km(15/20) Rudder shift3.5 s(15/20) Main battery caliber102 mm(9/20) Main battery range8.69 km(11/20) HE shell damage1,500(8/20) HE fire chance6%(9/20) AP shell damage1,700(9/18) AP DPM48,571(14/18) Main dispersion80.2 m(15/20) Acceleration9.7 s(7/20) AP arming threshold17 mm(9/18) Engine power24,200 hp(11/20) Turn-speed retention46.5 hp/m(13/20) Displacement1,267 t(15/20) Power-to-weight19.1 hp/t(15/20) AA DPS20(7/20) AA threat30(7/16) NormAP fuse timer0.01 s(16 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value)

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

SmokeEngine Boost
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 Mk12
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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8687/30·(8−0.5)/1000 + 0.5)·30 = 80.2 m
80.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 80.2 × 0.6 = 48.1 m
48.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 80.2 × 0.319 (σ=2) = 25.6 m
25.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.1 × 0.32 (σ=2) = 15.4 m
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1451 × 14.97^0.69 × 0.102^-1.07 × 884^1.38 = 125.7 mm. 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: 1e-7 × 1451 × 14.97^0.69 × 0.102^-1.07 × 291^1.38 = 27.1 mm.
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 Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time63 s
Projectile speed57 kt
Range7.5 km
Maximum simulated damage11,067 (est.)
Alpha damage33,200
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming176 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
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 multiplier speed threshold7 kt
Traverse-to-turn ratio5.8× slow
Concealment
Detectability by sea5.65 km
Detectability by air2.83 km
Smoke firing penalty2 km
Detect after firing main guns5.65 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
Module options (1)

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

HullUpgrade
  • Turret traverse11.5 → 10 °/s

See all derived stats

Show

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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8687/30·(8−0.5)/1000 + 0.5)·30 = 80.2 m
Max Vert Disp48.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 80.2 × 0.6 = 48.1 m
Med Horiz Disp25.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 80.2 × 0.319 (σ=2) = 25.6 m
Med Vert Disp15.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 48.1 × 0.32 (σ=2) = 15.4 m
AP Pen Close125.7 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 × 1451 × 14.97^0.69 × 0.102^-1.07 × 884^1.38 = 125.7 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: 1e-7 × 1451 × 14.97^0.69 × 0.102^-1.07 × 291^1.38 = 27.1 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage66,402
per-side salvo x per-torpedo simulated damage.

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

Armor

Hull HP 8,900, 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
Bow21 mm primary (range 6–21 mm)1,300 (15% of HP)
Overmatched by 305mm+ (Cavour, Derfflinger)Angle bounces 283mm21 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.
Stern13 mm primary (range 6–13 mm)800 (9% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 6–13 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–21 mm)500 (6% 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 HP4,500 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.
AA mount (76 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 HP2,700 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 Campbeltown can equip, from in-game data.

  • Campbeltown 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