World of Warships: Legends ship guide

Connecticut

Also called: 康涅狄格 Beta
Airstrike battleshipOpen with no-LoS airstrike pressure, then punish exposed sides with the main battery.
Playstyle
  • Park 12-15 km from a contested cap with island cover within one rotation of your bow
  • The airstrike line wants to cross the cap and the predictable retreat lane
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
Stealthy (14.2 km)Spotter planeThickest plateHigh HP poolFast for the classLow AP DPM
On this page
Community Data

Connecticut Community Stats

Across 6,200+ Standard battles from 330+ players, Connecticut averages a 61% win rate, 64,200 damage and 1.0 kills per battle, and survives 37% of them.

Community Data

Connecticut Community Stats

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

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Playstyle

Overview

Connecticut is the Tier VI American airstrike battleship. Her alt-armament fires a torpedo-bomber airstrike in place of shipborne torpedoes: the planes drop a spread of aerial torpedoes on the marked lane, a damage source that does not need line of sight on top of her main battery. Standout traits: armor plate in T6 BBs (406 mm, 5th of 32) and surface detection in T6 BBs (14.2 km, 3rd of 32). The trade is AP DPM in T6 BBs (152,000, 31st of 32).

Positioning

Park 12-15 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside. With 16.2 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

ELITE ARMOR ↗
  • Thickest plate · 406 mm
  • Heavy citadel belt · 406 mm
Best-in-class stealth ↗

14.2 km surface detect, top decile of T6 BBs. Stays dark longer.

High HP pool ↗

64500 HP, top quartile of T6 BBs.

Low AP DPM ↗

152000 AP DPM, bottom decile of T6 BBs. Citadel windows matter more than spam.

Soft superstructure ↗

6 mm superstructure, bottom decile of T6 BBs. HE farms harder.

Acquisition

How to get Connecticut

Connecticut is available in the Aviation Battleships branch of the U.S. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 1,800,000 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 Jun 2024 – Jul 2024 (temporary crate drops, now ended).

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

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Connecticut sits in the Aviation Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. hybrid battleships offer unique torpedo airstrike capabilities compared to conventional battleships, but they make large targets and have more limited gunnery abilities as a trade-off.
Advantages
Torpedo Airstrike, Large HP pool
Disadvantages
Low-velocity shells, Limited main battery firing angles, Large target

Best listed chance for this ship

Official WG availability sources
  • Strike From the Skies: U.S. Hybrids in Early Access and Our July 4th Event Early Access Start: 2024-06-30 · End: 2024-07-31
    • During this update, U.S. Tier VI–VIII hybrids are available in Early Access and can be found in USN Hybrid Battleships Big Crates and standard crates.
    • By purchasing the crates in the Store for doubloons or Independium (the event currency).
  • July Update: Skyward Endeavors Early Access 2024-06-27
    • You can obtain Connecticut, Nebraska, and Delaware from USN Hybrid Battleships crates and USN Hybrid Battleships Big Crates, which will be available in the Store during this update for doubloons or Independium.
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.

Joseph Reeves

Airstrike specialist

Reeves carries the full airstrike skill suite (Bird's Eye View range, Sea Wings cruise speed, Naval Aviator torpedo speed + damage, Iron Feathers plane HP). Hawke's Big Game Hunter trait stacks more damage onto airstrikes against BB / CA / CV targets; Worf's Sky Attack trait adds damage to every projectile your aircraft drop (no target restriction). Main battery still does the heavy lifting at range; treat the airstrike as a bonus damage window against committed targets or anyone behind cover.

Joseph Reeves

Cooldown spam

Same Reeves skill spine. Riker's Number One trait shaves airstrike cooldown so the squadron is up more often; Hawke's Big Game Hunter trait stacks damage onto the more-frequent strikes against BB / CA / CV targets. Trade a bit of per-strike specialization for more strikes per match. Pairs well when you can park behind island cover with main guns up.

Open in Build Tool →

Commanders frequently paired with this ship Joseph ReevesJonathan HawkeCommander Riker

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 Connecticut sits among Tier VI BBs (31 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.

BestCitadel belt406 mm (1/32) Top 10%Stealth profile14.25 km / 11.4 km (3/32 / 4/32) Top 10%Power / turn radius210.5 hp/m (3/32) Top 25%Hit points64,500 HP (5/32) Top 25%Max speed30 kt (7/32) Top 25%Smoke fire bloom12.34 km (8/32) Top 25%Main dispersion203.7 m (8/32) Top 25%HE velocity861 m/s (7/31) Top 25%AP arming threshold59 mm (7/32) Top 25%Engine power160,000 hp (5/32) Top 25%AA DPS485 (8/32) Top 25%AA threat1,592 (8/32) Top 25%Flak damage per salvo (expected)1,418 (5/32) Top 25%Max armor406 mm (5/32) Bottom 25%Rudder shift16.2 s (28/32) Bottom 25%Main battery caliber356 mm (25/32) Bottom 25%Fires per minute4.8 (26/31) Bottom 25%HE DPM80,000 (27/31) Bottom 25%Secondary HE pen21 mm (26/31) Bottom 25%Effective HE DPM (incl. fire)115,895 (27/31) Bottom 10%AP DPM152,000 (31/32) WorstSecondary fire chance5% (1 of 7 tied) WorstDisplacement50,897 t (32/32) WorstNo torpedoes (26 of 32 in cohort)
See 24 mid-pack stats

Not standouts for Connecticut -- 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.

Turning circle760 m(13/32) Main battery range15.97 km(16/32) Main battery reload30 s(19/32) Sigma1.9(11/32) HE shell damage5,000(23/31) HE fire chance30%(23/31) Secondary DPM (per side)180,000(21/32) Secondary HE alpha1,800(23/31) AP velocity823 m/s(11/32) Time to 90% speed33.9 s(19/32) Acceleration (0-12 kt)13.5 s(11/32) Power-to-weight3.14 hp/t(10/32) AP pen at 10 km489 mm(19/32) Secondary range5 km(16/32) AA range5 km(14/32) Repair charges3(15/32) Stern armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.033 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) NormRepair heal rate0.5 %/s(18 of 32 tied at this value) NormBow armor26 mm(21 of 32 tied at this value)
Survivability
Hit PointsInitial: 58,900 → 64,500
Displacement50,897 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.
225.6 x 37.14 m
Armor range6–406 mm
Plate armor thicknesses6, 16, 19, 26, 32, 40, 43, 49, 50, 100, 120, 140, 152, 165, 235, 282, 305, 378, 406 mm
Armor material/layer entries66
Fire resistance
ƒstock hull: 1 − 0.7336 fire coefficient = 26.6%; top hull: 1 − 0.7003 fire coefficient = 30%. 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: 26.6% → 30%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 64,500 HP = 11,610 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 64,500 HP = 12,900 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.258 hull torpedo-damage coefficient / 0.333 unprotected baseline = 23%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
23%
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.
35,600
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.
19,400
Effective HP
ƒBase 64,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 64,500 HP = 9,030 HP per charge, × 3 charges = 27,090 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.
71,667–91,590
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 × 2,000 = 4,000), 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 ×. 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.
2,000
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 × 5,600 = 11,200), 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.
5,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,100 = 14,200), 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.
7,100
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 × 48,400 = 96,800), 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 ×. 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.
48,400
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 × 1,200 = 2,400), 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 ×. 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.
1,200
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 × 3,400 = 6,800), 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 ×. 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.
3,400
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: 356 mm Mk.11
Mounts / barrels2 mounts / 8 barrels
Reload time30 s
Firing range (base)14.5 km
Firing range (top fire control)16 km
Turret traverse4 °/s
Turret armor406 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 ±140°
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)1.9
Dispersion type
ƒIn practice: 7% tighter (better) horizontal dispersion and 7% less vertical spread at max range (16.0 km) than a standard battleship: about 204 m wide × 122 m tall, against 220 m × 132 m. No other ship uses this curve.
Unique to this ship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15966.530·11−21000+2)·30=203.7m
203.7 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =203.7·0.6=122.2m
122.2 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =203.7·0.61.9=64.3m
64.3 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =122.2·0.61.9=38.6m
38.6 m at 16 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE alpha5,000
HE Velocity861 m/s
Fire Chance30%
HE fire DPM vs T6 BB35895
Effective HE DPM vs T6 BB115895
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,000 HE damage x 8 broadside guns = 40,000.
40,000
HE DPM
ƒ40,000 HE full-salvo alpha x 60 / 30 s base reload = 80,000.
80,000
Fires/min
ƒ16 shells/min × 0.3 (30% fire chance) = 4.8.
4.8
AP shells
AP alpha9,500
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP pen max range397 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2545·680.40.69·0.356−1.07·8231.38=730.3mm.
730.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 528.2 m/s: P=10−7·2545·680.40.69·0.356−1.07·528.21.38=396mm.
396 mm at 16 km
AP full-salvo alpha
ƒ9,500 AP damage x 8 broadside guns = 76,000.
76,000
AP DPM
ƒ76,000 AP full-salvo alpha x 60 / 30 s base reload = 152,000.
152,000
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.
60
✈
Squadrons
Airstrike 1
Plane HP3,000
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 6,600 alpha
Flooding chance21%
Charges1
Range12 km
ReloadInitial: 100 s → 90 s
Launch arc-60° to 60°
Airstrike 2
Plane HP3,500
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 6,600 alpha
Flooding chance21%
Charges1
Range12.5 km
Reload90 s
Launch arc-60° to 60°
AA Defense
AA mount points46
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk2 (upgraded hull only)8×4 40mm
20 mm Oerlikon Mk438×1 20mm
28 mm Mk2 mod. 2 (stock hull only)8×4 28mm
127 mm Mk30 mod. 0 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 127mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Mk30 mod. 0 (DP) + 127 mm Mk32 (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 126 from dual-purpose secondaries firing as AA in this range band.
126
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 62 raw aura damage × 3.5 × 0.75 hit probability = 163 - the same in-game units as the Close-range AA DPS headline.
163
Range3.5 km
Total DPS in Aura
ƒFar 126 + Medium 163 = 289
289
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒInitial: 84 × 3.5 × 0.7 = 206 → 80 × 3.5 × 0.7 = 196. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 206 → 196
Range2 km
Total DPS in Aura
ƒFar 126 + Medium 163 + Near 196 = 485
485
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 210 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, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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.
75%
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 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 km
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 2 + 3 = 5. 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.
5
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: 4×1 127 mm (2/side) × 60/3 s × 1800 = 72,000 + 6×2 127 mm (6/side) × 60/6 s × 1800 = 108,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
180,000
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 5 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 37,390. 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.
37,390
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 180,000 + secondary fire DPM 37,390 = 217,390: shell damage plus fire damage against one T6 battleship, every shell hitting.
217,390
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (50%) + Standard
127 mm Mk30 mod. 0 (4×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time3 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 3 s × 0.05 (5% fire chance) = 2. 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.
2
HE Pen21 mm
Show 1 more gun family
127 mm Mk32 (6×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 3. 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.
3
HE Pen21 mm
Maneuverability
Engine power160,000 hp
Maximum speed30.0 kt
Turning circle radius760 m
Rudder shift timeInitial: 22.7 s → 16.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 kt. Base value; speed modifiers scale it.
12.4 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.
44.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30.0 kt).
33.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30.0 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.
53.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 4.0 = +0.0°/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 (+0.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.25 km x 0.955 = 13.61 km. Camouflage does not change detectability by air.
14.25 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.25 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.61 km.
13.61 km
Detectability by air11.4 km
Smoke firing penalty12.34 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.25 km) = 15.97 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.97 km
Detect when firing (air)
ƒAir detectability 11.4 km + gun-firing bloom 8.12 km = 19.52 km. The bloom tracks main-battery caliber x 0.020.
19.52 km
Detect when on fire (sea)
ƒSea detectability 14.25 km + 2.0 km while burning = 16.25 km.
16.25 km
Detect when on fire (air)
ƒAir detectability 11.4 km + 3.0 km while burning = 14.4 km.
14.4 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,030 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 64,500 HP = 9,030 HP: up to 14% of max HP restored per charge.
· 27,090 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 64,500 HP = 27,090 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 322 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 64,500 HP = 322 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 70 s reload · 60 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
· 2 squadron size
Observation Seaplane3 charges · 200 s reload · 40 s active · 1 squadron size · Tightens main-battery shell grouping
Module options (2)

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

HullUpgrade
  • Hit points58,900 → 64,500
  • Rudder shift22.7 → 16.2 s
  • Close-range AA DPS112 → 142
  • Maximum AA range3.1 → 3.5 km
Fire controlUpgrade
  • Main battery range14,515 → 15966.5 m

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 BB7% tighter H · 7% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.0 km) with the same model as Max Horiz/Vert Disp: horizontal 204 / 220 m − 1 = -7%, vertical 122 / 132 m − 1 = -7%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km105 m
(166.7 × (11 − 2) / 1000 + 2) × 30 = 105 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 km150 m
(333.3 × (11 − 2) / 1000 + 2) × 30 = 150 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 km195 m
(500 × (11 − 2) / 1000 + 2) × 30 = 195 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 km40.7 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=0.5·15966.5=7983 m, and radiusOnMax=0.6 at 15966.5 m. Below the kink: k=0.2+(0.5−0.2)·50007983=0.3879, so σV=σH·k=105·0.3879=40.7m.
Shell scatter height @ 10 km78.8 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=0.5·15966.5=7983 m, and radiusOnMax=0.6 at 15966.5 m. Above the kink: k=0.5+(0.6−0.5)·10000−798315966.5−7983=0.5253, so σV=σH·k=150·0.5253=78.8m.
Shell scatter height @ 15 km114.6 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=0.5·15966.5=7983 m, and radiusOnMax=0.6 at 15966.5 m. Above the kink: k=0.5+(0.6−0.5)·15000−798315966.5−7983=0.5879, so σV=σH·k=195·0.5879=114.6m.
AP pen 5 km595 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 =10−7·2545·680.40.69·0.356−1.07·709.81.38=595mm, where 709.8 m/s is the shell's speed when it arrives at 5 km (from 823 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 km489 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 =10−7·2545·680.40.69·0.356−1.07·615.51.38=489mm, where 615.5 m/s is the shell's speed when it arrives at 10 km (from 823 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 km409 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 =10−7·2545·680.40.69·0.356−1.07·540.51.38=409mm, where 540.5 m/s is the shell's speed when it arrives at 15 km (from 823 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.11 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·0.331·0.35628·680.4=2.42×10−5. That runs from a 823 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.
HE flight time @ 10 km5.01 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·0.325·0.35628·578.34=2.8×10−5. That runs from a 861 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)2,545
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 mass680.4 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 coefficient0.331
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity823 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity861 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius11
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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 range126
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 8x4 -> 163 DPS @ 3.5 km; 20mm Oerlikon MK4 38x1 -> 196 DPS @ 2 km; 5in38 Mk30 Mod0 4x1 -> 50 DPS @ 5 km; 5in38 Mk32 Mod12 6x2 -> 76 DPS @ 5 km.
AA DPS layered by range126 DPS @ 5 km, 289 DPS @ 3.5 km, 485 DPS @ 2 km
@ 5 km: 50 + 76 = 126; @ 3.5 km: 163 + 50 + 76 = 289; @ 2 km: 163 + 196 + 50 + 76 = 485. 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-blank485
163 + 196 + 50 + 76 = 485 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1592
163 × 3.5 + 196 × 2 + 50 × 5 + 76 × 5 = 1592. 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

127 mm × 4 dispersion typeImproved (50%, Massachusetts type)
Max dispersion = range (km) × 27 + 30 for this family. Slope is set per gun model.
127 mm × 4 max disp @ 5 km165 m
5 km × 27 + 30 = 165 m.
127 mm × 6 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 6 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Max HE alpha1800
max(1800 (127 mm), 1800 (127 mm)) = 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
max(5% (127 mm), 5% (127 mm)) = 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 mm
max(21 mm (127 mm), 21 mm (127 mm)) = 21 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: 21 mm from the 127 mm family.
Open in Charting Tool

Ship Charts

Background

A hypothetical design of a battlecarrier combining the ideas of various hybrid ships developed in the U.S. in the second half of the 1930s. The composition of the ship's main battery, with eight 14-inch (356 mm) guns in two turrets, corresponds to the Scheme F armament considered during the design of the North Carolina class. The general layout, with a hangar and a flight deck at the aft, is based on the 1939 Flight Deck Cruiser project.

Armor Beta

Hull HP 58,900 → 64,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern26 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

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

Farming6 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)2,000 (3% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle 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)32 mm primary (range 19–406 mm)48,400 (75% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–235 mm)3,400 (5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 16–406 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 6–406 mm)1,200 (2% 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 HP35,600 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 (127 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 HP19,400 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 Connecticut. Cards are condensed; use each source link for full context.

Nerf ×20Main Battery ×1
2025-06-26

Ministry of Balance: Declaration of Changes

  • Main battery maximum AP damage reduced from 10,500 to 9,500.
Read the full official post
2024-10-10

Ministry of Balance: Trick and Treat

  • U.S. hybrid battleships proved more survivable than intended and were problematic according to your feedback. While we aren't increasing the size of their citadels, this HP reduction will make them more vulnerable to all types of damage.
  • Stock hull total health reduced from 62,000 to 58,900:
  • Stock hull engine HP reduced from 71,100 to 64,500.
  • Stock hull bow HP reduced from 1,900 to 1,800.
  • Stock hull casemate HP reduced from 5,400 to 5,100.
  • Stock hull auxiliary room HP reduced from 6,900 to 6,500.
  • Stock hull stern HP reduced from 3,300 to 3,100.
  • Stock hull HP reduced from 46,500 to 44,200.
  • Stock hull steering gear HP reduced from 18,600 to 17,700.
  • Upgraded hull total health reduced from 71,100 to 64,500:
  • Upgraded hull engine HP reduced from 71,100 to 64,500.
  • Upgraded hull bow HP reduced from 2,200 to 2,000.
  • Upgraded hull casemate HP reduced from 6,200 to 5,600.
  • Upgraded hull auxiliary room HP reduced from 7,900 to 7,100.
  • Upgraded hull stern HP reduced from 3,700 to 3,400.
  • Upgraded hull HP reduced from 53,300 to 48,400.
  • Upgraded hull steering gear HP reduced from 21,300 to 19,400.
  • Upgraded hull superstructure HP reduced from 1,300 to 1,200.
  • Stock and upgraded hull hangar HP reduced from 35,550 to 32,300.
  • Stock and upgraded flight deck HP reduced from 35,550 to 32,300.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Connecticut can equip.

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.