World of Warships: Legends ship guide

Collingwood

Also called: 科林伍德 Beta
U.K. · Tier VI · Battleship · Premium
Bow-tank battleshipAngle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Playstyle
  • Sit 14-17 km from the brawl line and exploit the range advantage
  • Avoid: Leading the push alone
Key characteristics
419 mm overmatchHeavy AP pen2 sigma accuracy17 km gun rangeSonarStiff AP fuse
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Community Data

Collingwood Community Stats

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Playstyle

Overview

Collingwood is a Tier VI British bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. A heavy Repair Party stretches the trade further. Standout traits: best AP overmatch threshold in T6 BBs (29.3 mm) and best long-range AP brick in T6 BBs (534.5 mm).

Positioning

Sit 14-17 km from the brawl line and exploit the range advantage. You do not need to push into peer fire to land damage; rotate one or two map cells back if a flank starts to collapse.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Heavy armor

381.0 mm max plate, top quartile of T6 BBs.

ELITE MAIN BATTERY
  • Big-caliber overmatch · 29.3 mm
  • Tight grouping
  • Long-range AP brick · 534.51 mm
  • High fire chance · 47.0%
  • Flat AP trajectory
Stiff AP fuse

70.0 mm AP arming threshold, worst of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Bow-in or broadside-dead

Angled bow-on, the bow and belt bounce AP that would citadel a flat-side peer -- but show a full broadside even for one salvo and you hand out a citadel. Commit to a lane you can hold angled; you can't afford to swing broadside to dodge torpedoes.

Acquisition

How to get Collingwood

Collingwood is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Global XP. 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.

Best listed chance for this ship

  • Super VI crate 4% One of the Tier VI Premium ships Event · Super VI crate · 1 of 25 ships
  • Santa Level 5 0.486111% Tier VI Premium ship Archived · Santa Level 5 · 1 of 36 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 40 ships
Show all 14 containers (11 more)
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Santa Level 4 0.1875% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 36 ships
    Show 2 paths
    • Santa Level 40.138889%
    • Santa Level 4 → Santa Level 50.048611%
  • Santa Level 3 0.135764% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Santa Level 30.083333%
    • Santa Level 3 → Santa Level 50.024306%
    • Santa Level 3 → Santa Level 40.020833%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Mystic Lantern 0.102273% Tier VI Premium ship Event · Mystic Lantern · 1 of 44 ships
  • Santa Level 2 0.057517% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 36 ships
    Show 7 paths
    • Santa Level 20.027778%
    • Santa Level 2 → Santa Level 30.0125%
    • Santa Level 2 → Santa Level 40.006944%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Champion's Box 0.027153% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.016667%
    • Champion's Box → Santa Level 3 → Santa Level 50.004861%
    • Champion's Box → Santa Level 3 → Santa Level 40.004167%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
  • Santa Level 1 0.014065% Tier VI Premium ship Archived · Santa Level 1 · 10 paths combined · 1 of 36 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004167%
    • Santa Level 1 → Santa Level 20.004167%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
    • Santa Level 10.000056%
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event · Mystic Box · 1 of 44 ships
Official WG availability sources
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 Fleet Members, pack math personalized to your port.

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Cohort position

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Where Collingwood sits among Tier VI BBs (32 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.

BestMain battery caliber419 mm (1/32) BestHE fire chance47% (1/31) Top 10%Main battery range16.9 km (2/32) Top 10%AP pen at 10 km604 mm (3/32) Top 10%Repair heal rate1 %/s (4/32) Top 25%Stealth profile14.35 km / 11.48 km (7/32 / 8/32) Top 25%Main battery reload26 s (7/32) Top 25%Sigma2 (5/32) Top 25%Secondary HE pen25 mm (8/31) Bottom 25%HE DPM85,154 (25/31) Bottom 25%AP DPM180,000 (25/32) Bottom 25%AP velocity747 m/s (27/32) Bottom 25%AA threat883 (27/32) Bottom 25%Flak per wave (expected)285 (29/32) Bottom 10%Main dispersion229 m (31/32) Bottom 10%Secondary DPM (per side)125,700 (30/32) Bottom 10%Acceleration44.2 s (31/32) Bottom 10%Engine power44,400 hp (30/32) Bottom 10%Turn-speed retention55.5 hp/m (30/32) Bottom 10%Power-to-weight1.1 hp/t (30/32) Bottom 10%Deck armor25 mm (31/32) WorstAP arming threshold70 mm (32/32) WorstNo torpedoes (26 of 32 in cohort)
See 23 mid-pack stats

Not standouts for Collingwood -- 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 points58,500 HP(20/32) Max speed27 kt(21/32) Rudder shift14.8 s(17/32) Traverse-to-turn ratio4.02 ×(18/32) Fires per minute6.51(11/31) HE alpha2,150(9/31) Secondary fire chance9%(11/31) HE velocity792 m/s(23/31) Displacement40,492 t(12/32) Effective HE DPM (incl. fire)133,836(23/31) Secondary range5 km(16/32) AA DPS352(18/32) AA range4.5 km(24/32) Repair charges3(15/32) Max armor381 mm(11/32) Citadel belt318 mm(12/32) Bow armor26 mm(12/32) Stern armor26 mm(13/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value)
Survivability
Hit Points58,500
Displacement40,492 t
Armor range16–381 mm
Plate armor thicknesses16, 25, 26, 38, 40, 95, 102, 152, 165, 203, 254, 305, 318, 330, 381 mm
Armor material/layer entries59
Fire resistance30%
Fire duration60 s
Torp Reduction25%
Main Battery
ModuleArtillery: 419 mm/45 Mk.I Twin
Mounts / barrels3 mounts / 6 barrels
Reload time26 s
Firing range16.9 km
Turret traverse4 °/s
AP pen max range520 mm
HE fire DPM vs T6 BB48665
Effective HE DPM vs T6 BB133819
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1689730·1221000+2)·30=229m
229 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =229·0.6=137.4m
137.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =229·0.32(σ=2)=73.2m
73.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =137.4·0.32(σ=2)=43.9m
43.9 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ6 broadside guns x 60 / 26 s base reload = 13.8.
13.8
HE shells
HE Damage6,150
HE Velocity792 m/s
Fire Chance47%
HE penetration
ƒ70 mm ≈ 419 mm caliber / 6 (standard HE penetration ratio).
70 mm
HE full-salvo alpha
ƒ6,150 HE damage x 6 broadside guns = 36,900.
36,900
HE DPM
ƒ36,900 HE full-salvo alpha x 60 / 26 s base reload = 85,154.
85,154
Fires/min
ƒ13.8 shells/min x 47% fire chance = 6.51.
6.51
AP shells
AP Damage13,000
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold70 mm
AP overmatch
ƒfloor(419 mm caliber / 14.3) = 29 mm (AP auto-penetrates plating this thick or less).
29 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2548·11570.69·0.4191.07·7471.38=775mm. Matches the in-game spec card.
775 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.1 km), where the shell has slowed to 543.1 m/s: P=107·2548·11570.69·0.4191.07·543.11.38=499.2mm.
499.2 mm
AP full-salvo alpha
ƒ13,000 AP damage x 6 broadside guns = 78,000.
78,000
AP DPM
ƒ78,000 AP full-salvo alpha x 60 / 26 s base reload = 180,000.
180,000
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.
180
AA Defense
AA mount points30
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (66×3.5×0.75) + (58×3.5×0.7) + (14×3.5×0.75) = 352. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
352
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm Vickers 2-pdr. Mk VIII6×8 40mm
20 mm Oerlikon Mk IV24×1 20mm
120 mm/40 QF Mk VIII (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×1 120mm
Far aura
Guns120 mm/40 QF Mk VIII (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 37 from dual-purpose secondaries firing as AA in this range band.
37
Range4.5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 66 raw aura damage × 3.5 × 0.75 hit probability = 173 - the same in-game units as the Close-range AA DPS headline.
173
Range2.5 km
Total DPS in Aura
ƒFar 37 + Medium 173 = 210
210
Near aura
Guns20 mm Oerlikon Mk IV
Continuous DPS
ƒEffective DPS: 58 raw aura damage × 3.5 × 0.7 hit probability = 142 - the same in-game units as the Close-range AA DPS headline.
142
Range2 km
Total DPS in Aura
ƒFar 37 + Medium 173 + Near 142 = 352
352
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
120 mm/40 QF Mk VIII (×6) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber120 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity749 m/s
Fire Chance8%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/50 Mk XXII (×6)
Caliber152 mm
Reload time12 s
HE Damage2,150
Muzzle Velocity884 m/s
Fire Chance9%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine power44,400 hp
Maximum speed27 kt
Turning circle radius800 m
Rudder shift time14.8 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27 kt), from our in-house acceleration model.
44.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27 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.
74.7 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·27.0·0.5144800=0.99°/s, so ratio=ωturretωhull=40.99=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea14.35 km
Detectability by air11.48 km
Smoke firing penalty14.29 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.35 km
Detect Fire Sea16.35 km
Detect Fire Air14.48 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 60 s reload · 22 s active · 12,870 HP (22% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (22 s) = up to 22% of max HP restored per charge.
· 38,610 HP (66% of max HP) total heal (all charges)
ƒ22% per charge x 3 charges = up to 66% of max HP if the whole Repair Party loadout is used.
· 585 HP/s (1% of max HP) heal per second
ƒ1% of max HP (58,500 HP) per second = 585 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp229 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1689730·1221000+2)·30=229m
Shell scatter width @ 5 km110 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km160 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 km210 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp137.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =229·0.6=137.4m
Shell scatter height @ 10 km82.9 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.
Med Horiz Disp73.2 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =229·0.32(σ=2)=73.2m
Med Vert Disp43.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =137.4·0.32(σ=2)=43.9m
AP Pen Close775 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2548·11570.69·0.4191.07·7471.38=775mm. Matches the in-game spec card.
AP Pen Far499.2 mm
Same formula at the ship's max firing range (21.1 km), where the shell has slowed to 543.1 m/s: P=107·2548·11570.69·0.4191.07·543.11.38=499.2mm.
AP pen 5 km682 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km604 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km540 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration70 mm
70 mm ≈ 419 mm caliber / 6 (standard HE penetration ratio).
AP overmatch29 mm
floor(419 mm caliber / 14.3) = 29 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius180
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha36,900
6,150 HE damage x 6 broadside guns = 36,900.
AP full-salvo alpha78,000
13,000 AP damage x 6 broadside guns = 78,000.
HE DPM85,154
36,900 HE full-salvo alpha x 60 / 26 s base reload = 85,154.
AP DPM180,000
78,000 AP full-salvo alpha x 60 / 26 s base reload = 180,000.
Shells/min13.8
6 broadside guns x 60 / 26 s base reload = 13.8.
Fires/min6.51
13.8 shells/min x 47% fire chance = 6.51.

AA defense

Close-range AA DPS352
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (66×3.5×0.75) + (58×3.5×0.7) + (14×3.5×0.75) = 352. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index883
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 range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)125,700
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×1 120 mm (3/side) × 60/5 × 1700 = 61,200 + 6×2 152 mm (6/side) × 60/12 × 2150 = 64,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2150
Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 58,500, 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.

Bow & stern26 mm

Overmatched by 80+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel318 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–40 mm)4,400 (8% of HP)
Overmatch not possible in its bracketAngle bounces 356mm26 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–381 mm)43,900 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–102 mm)2,800 (5% of HP)
Overmatch not possible in its bracketAngle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel318 mm primary (range 16–318 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 16–305 mm)3,200 (5% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.75
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 HP29,300 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.
Secondary mount (152 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 (40 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 HP17,600 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Collingwood default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.