World of Warships: Legends ship guide

Cherbourg

Also called: 瑟堡 Beta
Super-cruiserHeavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
305 mm AP overmatchHeavy AP pen16 km gun rangeHeavy HE shellsSonarSlow
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Community Data

Cherbourg Community Stats

Across 5,200+ Standard battles from 170+ players, Cherbourg averages a 61% win rate, 63,600 damage and 1.0 kills per battle, and survives 38% of them.

Community Data

Cherbourg Community Stats

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Playstyle

Overview

Cherbourg is a Tier VII French super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (4.4 km on ships and 3.1 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: AP overmatch threshold in T7 CAs (21.3 mm, 3rd of 58) and heavy AP shells in T7 CAs (8,200, 5th of 58). The trade is AP DPM in T7 CAs (140,571, 58th of 58).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance. Her handling reads as a contradiction and is not one: 12.5 s on the rudder means she starts turning late, while a 670 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

Engine Boost

+20% speed (about +6.4 kt), 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact. Uncommon in T7 CAs.

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 21.3 mm
  • Heavy AP shells · 8200 damage
  • Long gun range · 16 km
  • Long-range AP brick · 344.45 mm
  • Heavy HE shells · 4050 damage
  • Close-range AP brick · 571.4 mm
MAIN BATTERY DOWNSIDES ↗
  • Low AP DPM · 140571 AP
  • Low HE DPM · 69429 HE
Acquisition

How to get Cherbourg

Cherbourg is available in the Cruiser Hunters branch of the France Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

History: Early Access Dec 2023 (temporary crate drops, now ended).

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

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Best listed chance for this ship

Official WG availability sources
  • Early Access: Doubling Up Early Access Start: 2023-12-19
    • During this update, you can get these ships from French Cruiser and German Destroyer crates (these can be obtained through the campaign or Brawl Season 16, coming next year) or from dedicated random bundles.
    • French Tier VII Cruiser Cherbourg
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.

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Cohort position

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Where Cherbourg sits among Tier VII CAs (57 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.

BestSecondary fire chance9% (1/51) LongestAP fuse timer0.033 s (1 of 25 tied) Top 10%Hit points49,500 HP (5/58) Top 10%Main battery caliber305 mm (3/58) Top 10%Main battery range16 km (4/58) Top 10%Secondary dispersion bracket33 (3/51) Top 10%Secondary HE pen22 mm (5/51) Top 10%AP pen at 10 km420 mm (3/58) Top 10%Max armor280 mm (2/58) Top 25%Stealth profile11.95 km / 7.17 km (13/58 / 11/58) Top 25%Turning circle670 m (8/58) Top 25%Secondary DPM (per side)159,600 (12/51) Top 25%Secondary HE alpha1,900 (7/51) Top 25%Power / turn radius194 hp/m (10/57) Top 25%AA range5.2 km (7/58) Top 25%Citadel belt160 mm (7/55) Bottom 10%Max speed31.9 kt (54/58) Bottom 10%Smoke fire bloom9.15 km (54/58) Bottom 10%Rudder shift12.5 s (56/58) Bottom 10%HE DPM69,429 (48/50) Bottom 10%Main dispersion182.4 m (56/58) Bottom 10%Time to 90% speed27.3 s (54/57) Bottom 10%AP arming threshold51 mm (55/58) Bottom 10%Displacement26,529 t (55/58) WorstMain battery reload28 s (58/58) WorstSigma1.8 (1 of 4 tied) WorstFires per minute2.91 (50/50) WorstAP DPM140,571 (58/58) WorstAcceleration (0-12 kt)9.8 s (57/57) WorstPower-to-weight4.9 hp/t (1 of 2 tied) WorstEffective HE DPM (incl. fire)91,015 (50/50) WorstNo torpedoes (15 of 58 in cohort)
See 14 mid-pack stats

Not standouts for Cherbourg -- 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.

AP velocity870 m/s(31/58) HE velocity905 m/s(21/50) Engine power130,000 hp(21/57) AA DPS363(38/58) AA threat1,333(33/58) Flak damage per salvo (expected)1,386(35/58) Repair heal rate0.6 %/s(23/57) Bow armor25 mm(35/55) Stern armor25 mm(35/55) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit PointsInitial: 43,100 → 49,500
Displacement26,529 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.
196.9 x 28.27 m
Armor range16–280 mm
Plate armor thicknesses16, 20, 25, 27, 30, 40, 45, 50, 85, 90, 100, 110, 120, 160, 170, 200, 280 mm
Armor material/layer entries51
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
Initial: 33.3% → 36.6%
Fire duration45 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 45 s = 0.135 of the pool; 0.135 × 49,500 HP = 6,682 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 × 49,500 HP = 4,950 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.25 hull torpedo-damage coefficient / 0.333 unprotected baseline = 25%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
25%
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.
24,800
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.
14,900
Effective HP
ƒBase 49,500 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 49,500 HP = 8,316 HP per charge, × 2 charges = 16,632 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. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
55,000–66,132
Repairable: penetration50%
Repairable: citadel10%
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 × 1,600 = 3,200), 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 ×. 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.
1,600
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 9,700 = 19,400), 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.
9,700
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 × 37,100 = 74,200), 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 ×. 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.
37,100
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 × 1,400 = 2,800), 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 ×. 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.
1,400
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 × 2,200 = 4,400), 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.
2,200
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
ModuleArtillery: 305 mm/50 Mle 1930
Mounts / barrels2 mounts / 8 barrels
Reload time28 s
Firing range (base)14.6 km
Firing range (top fire control)16 km
Turret traverse6 °/s
Turret armor305 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.
2x ±147°
Guns to bear
ƒCounted from each mount's firing arc: no mount leaves a blind wedge, so every gun bears straight ahead. 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.
all guns bear at the bow
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: 27% wider (worse) horizontal dispersion and 27% more vertical spread at max range (16.0 km) than a standard cruiser: about 182 m wide × 109 m tall, against 143 m × 86 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Congress, Constellation, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1600530·10−1.61000+1.6)·30=182.4m
182.4 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =182.4·0.6=109.5m
109.5 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =182.4·0.61.8=60.8m
60.8 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =109.5·0.61.8=36.5m
36.5 m at 16 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 28 s base reload = 17.1. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 19.
Initial: 17.1 → 19
HE shells
HE alpha4,050
HE Velocity905 m/s
Fire Chance17%
HE fire DPM vs T7 BB21618
Effective HE DPM vs T7 BB91046
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,050 HE damage x 8 broadside guns = 32,400.
32,400
HE DPM
ƒZero upgrades: 32,400 HE full-salvo alpha x 60 / 28 s base reload = 69,429. All upgrades (Main Battery Mod. 3 = -10% reload): 32,400 HE full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 76,881.
Initial: 69,429 → 76,881
Fires/min
ƒZero upgrades: 17.1 shells/min × 0.17 (17% fire chance) = 2.91. All upgrades (Main Battery Mod. 3 = -10% reload): 19 shells/min × 0.17 (17% fire chance) = 3.23.
Initial: 2.91 → 3.23
AP shells
AP alpha8,200
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP pen max range345 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2225·4420.69·0.305−1.07·8701.38=604mm.
604 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 579.2 m/s: P=10−7·2225·4420.69·0.305−1.07·579.21.38=344.5mm.
344.5 mm at 16 km
AP full-salvo alpha
ƒ8,200 AP damage x 8 broadside guns = 65,600.
65,600
AP DPM
ƒZero upgrades: 65,600 AP full-salvo alpha x 60 / 28 s base reload = 140,571. All upgrades (Main Battery Mod. 3 = -10% reload): 65,600 AP full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 155,661.
Initial: 140,571 → 155,661
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.
75
AA Defense
AA mount points22
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.
5.2 km
37 mm/70 ACAD Mle 1936Initial: 37 mm/50 Mle 1933 (6×2) → 37 mm/70 ACAD Mle 1936 (6×2)
25 mm/60 CAD Mle 1939Initial: 25 mm Hotchkiss CAS Mle 1939 (4×1) → 25 mm/60 CAD Mle 1939 (16×2)
13.2 mm/76 CAQ Mle 1929 (stock hull only)12×4 13mm
130 mm/45 Mle 1932 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
7×2 130mm
Far aura
Guns130 mm/45 Mle 1932 (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 76 from dual-purpose secondaries firing as AA in this range band.
76
Range5.2 km
Medium aura
Guns37 mm/70 ACAD Mle 1936
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 0.9 hit probability = 120 - the same in-game units as the Close-range AA DPS headline.
120
Range3.5 km
Total DPS in Aura
ƒFar 76 + Medium 120 = 196
196
Near aura
Guns25 mm/60 CAD Mle 1939
Continuous DPS
ƒEffective DPS: 56 raw aura damage × 3.5 × 0.85 hit probability = 167 - the same in-game units as the Close-range AA DPS headline.
167
Range3.1 km
Total DPS in Aura
ƒFar 76 + Medium 120 + Near 167 = 363
363
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 220 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, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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 secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary 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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts7
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 7×2 130 mm (7/side) × 60/5 s × 1900 = 159,600. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
159,600
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 7.6 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 56,079. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
56,079
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 159,600 + secondary fire DPM 56,079 = 215,679: shell damage plus fire damage against one T7 battleship, every shell hitting.
215,679
130 mm/45 Mle 1932 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
7×2 130mm
Caliber130 mm
Reload time5 s
HE alpha1,900
Muzzle Velocity840 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ7×2 barrels / 2 sides × 60 / 5 s × 0.09 (9% fire chance) = 7.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
7.6
HE Pen22 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 5 km
ƒ5 km × 33 + 30 = 195 m.
195 m
Maneuverability
Engine power130,000 hp
Maximum speed31.9 kt
Turning circle radius670 m
Rudder shift timeInitial: 17.5 s → 12.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 31.9 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 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.
32.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.7 kt of 31.9 kt).
27.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.6 kt of 31.9 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.
44.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.6 = +1.4°/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 (+1.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.95 km x 0.955 = 11.41 km. Camouflage does not change detectability by air.
11.95 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.95 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.41 km.
11.41 km
Detectability by air7.17 km
Smoke firing penalty9.15 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.95 km) = 16.01 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.01 km
Detect when firing (air)
ƒAir detectability 7.17 km + gun-firing bloom 6.1 km = 13.27 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
13.27 km
Detect when on fire (sea)
ƒSea detectability 11.95 km + 2.0 km while burning = 13.95 km.
13.95 km
Detect when on fire (air)
ƒAir detectability 7.17 km + 3.0 km while burning = 10.17 km.
10.17 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 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
Repair Party2 charges · 60 s reload · 28 s active · 8,316 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 49,500 HP = 8,316 HP: up to 16.8% of max HP restored per charge.
· 16,632 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 49,500 HP = 16,632 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 297 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 49,500 HP = 297 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points43,100 → 49,500
  • Rudder shift17.5 → 12.5 s
  • Close-range AA DPS59 → 94
  • Maximum AA range3 → 3.5 km
Fire controlUpgrade
  • Main battery range14,550 → 16,005 m
EngineUpgrade
  • Time to 12 kt11 → 9.8 s

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 cruiser27% wider H · 27% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (16.0 km) with the same model as Max Horiz/Vert Disp: horizontal 182 / 143 m − 1 = +27%, vertical 109 / 86 m − 1 = +27%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 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 km34.9 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=0.5·16005=8002 m, and radiusOnMax=0.6 at 16005 m. Below the kink: k=0.2+(0.5−0.2)·50008002=0.3874, so σV=σH·k=90·0.3874=34.9m.
Shell scatter height @ 10 km69.3 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=0.5·16005=8002 m, and radiusOnMax=0.6 at 16005 m. Above the kink: k=0.5+(0.6−0.5)·10000−800216005−8002=0.525, so σV=σH·k=132·0.525=69.3m.
Shell scatter height @ 15 km102.2 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=0.5·16005=8002 m, and radiusOnMax=0.6 at 16005 m. Above the kink: k=0.5+(0.6−0.5)·15000−800216005−8002=0.5874, so σV=σH·k=174·0.5874=102.2m.
AP pen 5 km502 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 =10−7·2225·4420.69·0.305−1.07·761.11.38=502mm, where 761.1 m/s is the shell's speed when it arrives at 5 km (from 870 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 km420 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 =10−7·2225·4420.69·0.305−1.07·668.31.38=420mm, where 668.3 m/s is the shell's speed when it arrives at 10 km (from 870 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 km355 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 =10−7·2225·4420.69·0.305−1.07·592.51.38=355mm, where 592.5 m/s is the shell's speed when it arrives at 15 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km4.67 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·0.21·0.30528·308=2.49×10−5. That runs from a 905 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.
AP flight time @ 10 km4.77 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·0.265·0.30528·442=2.19×10−5. That runs from a 870 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)8
2 mounts × 4 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,225
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 mass442 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 coefficient0.265
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity870 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity905 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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.

AA defense

AA DPS at max range76
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37 50 ACAD 6x2 -> 120 DPS @ 3.5 km; 25mm Hotchkiss Mle 1940 16x2 -> 167 DPS @ 3.1 km; 130 45 Mle 1932 twin 7x2 -> 76 DPS @ 5.2 km.
AA DPS layered by range76 DPS @ 5.2 km, 196 DPS @ 3.5 km, 363 DPS @ 3.1 km
@ 5.2 km: 76 from one family; @ 3.5 km: 120 + 76 = 196; @ 3.1 km: 120 + 167 + 76 = 363. 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-blank363
120 + 167 + 76 = 363 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1333
120 × 3.5 + 167 × 3.1 + 76 × 5.2 = 1333. 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 range3.1 km

Secondary battery firepower

Max HE alpha1900
The only family (130 mm): 1900. Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance9%
The only family (130 mm): 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.
Max HE pen22 mm
The only family (130 mm): 22 mm. Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 22 mm from the 130 mm family.
Open in Charting Tool

Ship Charts

Background

One of the planned battlecruisers or "large" cruiser prototypes. This project was created in 1930 with a displacement of 23,333 tons and a speed of 30 knots. The design featured eight 12-inch guns (305 mm) in quadruple-gun turrets forward of the superstructure.

Armor Beta

Hull HP 43,100 → 49,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel170 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 45s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,600 (3% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)45 mm primary (range 20–280 mm)37,100 (75% of HP)
No common AP caliber overmatches45 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–110 mm)2,200 (4% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel170 mm primary (range 25–160 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.
Superstructure16 mm primary (range 16–50 mm)1,400 (3% 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 HP24,800 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.
Secondary mount (130 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP14,900 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.

Balance History

Balance updates affecting Cherbourg. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×2
2024-03-21

Ministry of Balance: Spring Changes

  • The primary pain point anyone playing the French large cruisers will notice is the lengthy reload time, so we're slightly improving Cherbourg's rate of fire to address this. She's only slightly behind most other Tier VII cruisers, so the change is small.
  • Main Battery reload time reduced from 29 to 28 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Cherbourg can equip.

  • Cherbourg default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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