World of Warships: Legends ship guide

Campbeltown

Also called: 坎贝尔敦 Beta
U.K. · Tier II · Destroyer · Premium
Torpedo destroyerBuilt around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use
  • Avoid: Holding 7.5-km torpedoes for a perfect shot
Key characteristics
Long, heavy torpedoes (7.5 km)SmokeEngine BoostThickest plateVisible torps
On this page
Community Data

Campbeltown Community Stats

Across 2,400+ Standard battles from 320+ players, Campbeltown averages a 56% win rate, 19,300 damage and 0.9 kills per battle, and survives 29% of them.

Community Data

Campbeltown Community Stats

Log in to GamingDiver and upload your data to see Community Data for Campbeltown: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Campbeltown is a Tier II British torpedo destroyer. The kit is torpedo spam rather than gun trades: put fish into lanes the enemy has to cross and let the guns fill the gaps between reloads. Smoke plus 7.5 km of reach on a 63 s reload lets her launch from a position the target cannot see. Standout traits: best torpedo alpha in T2 DDs (11,067, 2nd of 23) and best module-wrecking torpedoes in T2 DDs (900, 4th of 23). The trade is torpedo reload in T2 DDs (63 s, 21st of 23).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use. The 7.5 km reach lets you seed those lanes early, but these fish are spotted well out and give a target about 7.8 s of warning, so they earn their damage by denying space and forcing turns rather than by catching anyone unaware. Aim where a ship must go, not where it is, and stay unspotted between waves. 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 2 km, and a destroyer here is spotted at about 5.6 km, so you see it coming with roughly 3.6 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. A 520 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

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

Torpedoes on both beams

One launcher on each beam, 3 tubes per side. Each launcher reloads on its own, so she can fire one side, turn and fire the other without waiting, or ambush ships on both sides of an island at once, shared by 6/23 T2 DDs.

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE TORPEDOES ↗
  • Heavy torpedoes · 11067 damage
  • Fast torpedoes · 57 kt
  • Module-wrecking torpedoes · 900 torpedo
ELITE ARMOR ↗
  • Thickest plate · 21 mm
  • Heavy citadel belt · 13 mm
TORPEDO DOWNSIDES ↗
  • Visible torps · 1.2 km
  • Slow torp reload · 63 s
Acquisition

How to get Campbeltown

Campbeltown is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Research Bureau.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • In-game Bureau screen (screenshot from Greg) Research Bureau Oct 2026
    • "Introduction to the Bureau" - Reward claimed: II Campbeltown.

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 Ariadne M. DavisGrotmaz Smart

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

Hide ▾

Where Campbeltown sits among Tier II DDs (22 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) BestCitadel belt13 mm (1 of 5 tied) Top 25%AA range3 km (4/17) Top 25%Torpedo speed57 kt (4/23) Bottom 25%Turning circle520 m (20/23) Bottom 25%Main battery reload7 s (21/23) Bottom 25%Fires per minute1.54 (21/23) Bottom 25%HE DPM38,571 (19/23) Bottom 25%AP DPM43,714 (17/21) Bottom 25%Time to 90% speed16.1 s (19/23) Bottom 25%Torpedo reload63 s (21/23)
See 27 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(9/23) Max speed35 kt(7/23) Concealment5.65 km(16/23) Smoke fire bloom2 km(13/23) Air detection2.83 km(17/23) Rudder shift2.7 s(17/23) Main battery caliber102 mm(11/23) Main battery range8.69 km(13/23) HE shell damage1,500(9/23) HE fire chance6%(11/23) AP shell damage1,700(11/21) Main dispersion80.2 m(11/23) Acceleration (0-12 kt)5.1 s(15/23) AP arming threshold17 mm(10/21) Engine power24,200 hp(11/23) Power / turn radius46.5 hp/m(13/23) Displacement1,267 t(17/23) Power-to-weight19.1 hp/t(17/23) AA DPS21(7/17) AA threat32(7/17) Torpedo range7.5 km(7/23) Torpedo reaction time7.8 s(13/23) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormAP ricochet start45°(20 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormFlak damage per salvo (expected)200(2 of 3 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit Points8,900
Displacement1,267 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.
95.6 x 9.9 m (ship-model figure)
Armor range6–21 mm
Plate armor thicknesses6, 10, 13, 15, 21 mm
Armor material/layer entries29
Fire resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. 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.
3.3%
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 × 8,900 HP = 801 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 × 8,900 HP = 890 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
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
Repairable: penetration50%
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 × 1,300 = 2,600), 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.
1,300
Casemate 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
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 × 6,700 = 13,400), 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.
6,700
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 × 500 = 1,000), 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 ×. 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.
500
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 × 800 = 1,600), 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.
800
Main Battery
ModuleArtillery: 102 mm/50 Mk12
Mounts / barrels3 mounts / 3 barrels
Reload time7 s
Firing range8.7 km
Turret traverse11.5 °/s
Turret armor12 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.
167° arc, 158° arc
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (8.7 km) shells land in an ellipse about 80 m wide and 48 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(868730·8−0.51000+0.5)·30=80.2m
80.2 m at 8.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =80.2·0.6=48.1m
48.1 m at 8.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =80.2·0.62=24m
24 m at 8.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =48.1·0.62=14.4m
14.4 m at 8.7 km
Turret turn time
ƒ180 degrees / 11.5 deg/s traverse speed = 15.7 s.
15.7 s
Shells/min
ƒ3 broadside guns x 60 / 7 s base reload = 25.7.
25.7
HE shells
HE alpha1,500
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
HE DPM
ƒ4,500 HE full-salvo alpha x 60 / 7 s base reload = 38,571.
38,571
Fires/min
ƒ25.7 shells/min × 0.06 (6% fire chance) = 1.54.
1.54
AP shells
AP alpha1,700
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1451·14.970.69·0.102−1.07·8841.38=125.7mm.
125.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.7 km), where the shell has slowed to 349.7 m/s: P=10−7·1451·14.970.69·0.102−1.07·349.71.38=35mm.
35 mm at 8.7 km
AP full-salvo alpha
ƒ1,700 AP damage x 3 broadside guns = 5,100.
5,100
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 speed57.0 kt
Range7.5 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=33,200·0.333=11,067. 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.
≈ 11,067
Maximum damage (ammunition)
ƒ33,200 warhead alpha / 3 + 900 blast = 11,967. 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.
11,967
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.
900
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km57 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.96 per hit, shown as 1.96×100=196%. 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.
196%
Torpedo launcher traverse25 °/s
Launch arcswing 153° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming183 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 11,067 = 33,201. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
33,201
AA Defense
AA mount points3
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/40 QF Mk II1×1 76mm
12.7 mm Browning M2 mod. 22×1 13mm
Far aura
Guns76.2 mm/40 QF Mk II
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.
4
Range3 km
Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.
17
Range1.2 km
Total DPS in Aura
ƒFar 4 + Near 17 = 21
21
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 100 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.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
100
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
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 3 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.
2.5-3 km
Maneuverability
Engine power24,200 hp
Maximum speed35.0 kt
Turning circle radius520 m
Rudder shift time2.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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.
14.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
16.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
26.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 11.5 − 8.7 = +2.8°/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 (+2.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.65 km x 0.955 = 5.4 km. Camouflage does not change detectability by air.
5.65 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.65 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.4 km.
5.4 km
Detectability by air2.83 km
Smoke firing penalty2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.65 km) = 8.69 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
8.69 km
Detect when firing (air)
ƒAir detectability 2.83 km + gun-firing bloom 2.04 km = 4.87 km. The bloom tracks main-battery caliber 102 mm × 0.020 = 2.04 km.
4.87 km
Detect when on fire (sea)
ƒSea detectability 5.65 km + 2.0 km while burning = 7.65 km.
7.65 km
Detect when on fire (air)
ƒAir detectability 2.83 km + 3.0 km while burning = 5.83 km.
5.83 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 23 s emit / 109 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

Under the hood

Show ▾

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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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.
AP pen 5 km59 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 =10−7·1451·14.970.69·0.102−1.07·509.81.38=59mm, where 509.8 m/s is the shell's speed when it arrives at 5 km (from 884 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)3
3 mounts × 1 barrels = 3; all 3 bear on the broadside.

Model inputs

Krupp (AP)1,451
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 mass14.97 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 coefficient0.33
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity884 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity884 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.
minRadius0.5
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 time7.8 s
1200 m / (57.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed57.0 kt
Travel time to max range49 s
7500 m / (57.0 kt × 2.6855) = 49 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: 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 damage66,402
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range4
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 12pdr 12cwt Mk9 1x1 -> 4 DPS @ 3 km; Browning M2 Mod2 2x1 -> 17 DPS @ 1.2 km.
AA DPS layered by range4 DPS @ 3 km, 21 DPS @ 1.2 km
@ 3 km: 4 from one family; @ 1.2 km: 4 + 17 = 21. 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-blank21
4 + 17 = 21 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index32
4 × 3 + 17 × 1.2 = 32. 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
Open in Charting Tool

Ship Charts

Background

This warship belonged to a series of U.S.-built "flush-deckers." In 1940, she was transferred to the U.K. Along with her extremely powerful torpedo armament, Campbeltown was also noted for uncommonly high speed for that era. The distinctive placement of her torpedo tubes allowed her to quickly concentrate torpedo fire on either side.

Armor Beta

Hull HP 8,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–21 mm)1,300 (15% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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.
Stern6 mm primary (range 6–13 mm)800 (9% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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: 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.
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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Campbeltown can equip.

  • 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 balance history and community data where available.

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