World of Warships: Legends ship guide

Connecticut

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Park 12-15 km from a contested cap with island cover within one rotation of your bow
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
Stealthy (14.2 km)Spotter planeSlow acceleration
Community Data

Connecticut Community Stats

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Playstyle

Overview

Connecticut is the Tier VI American airstrike battleship. Her right-trigger fires a line of dive bombers in place of torpedoes, which gives her a damage source that does not need line of sight on top of her main battery. Standout traits: best DCP duration in T6 BBs (20 s).

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.

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

Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Long DCP window

20.0 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.

Long spotter loiter

40.0 s Observation Seaplane duration, best of T6 BBs. Spotting + main-battery range bonus stays up longer.

Big spotter range bonus

+20.0% main-battery range from Observation Seaplane, best of T6 BBs. Outranges peers while spotter is active.

Heavy citadel belt

406.0 mm citadel belt, best of T6 BBs. Citadels through angle are rare.

Slow acceleration

~10.97 s to max forward speed, worst of T6 BBs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

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.

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
Show direct source rows

Builds Beta

Primary tech-tree. Joseph Reeves carries the full airstrike skill suite (range, cruise speed, torpedo speed and damage, plane HP). Pair with Jonathan Hawke (Big Game Hunter trait: more airstrike damage vs BB / CA / CV) for damage focus, or Commander Riker (Number One trait: airstrike cooldown reduction) for more strikes per match.

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Cohort position

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Where Connecticut sits among Tier VI BBs (27 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 (1/26) Top 10%Concealment14.25 km (3/27) Top 10%Engine power160,000 hp (3/27) Top 10%Turn-speed retention210.5 hp/m (2/27) Top 10%Max armor406 mm (3/27) Top 25%Hit points64,500 HP (5/27) Top 25%Max speed30 kt (5/27) Top 25%Air detection11.4 km (4/27) Top 25%Main dispersion190.6 m (5/27) Top 25%HE velocity861 m/s (7/27) Top 25%AP arming threshold59 mm (7/27) Top 25%AA DPS485 (6/27) Top 25%AA threat1,592 (6/27) Bottom 25%Rudder shift21.1 s (25/27) Bottom 25%Traverse-to-turn ratio3.44 × (25/27) Bottom 25%Fires per minute5.33 (22/27) Bottom 25%HE DPM88,889 (24/27) Bottom 25%Secondary HE pen21 mm (22/26) WorstAP DPM168,889 (27/27) WorstSecondary fire chance5% (1 of 4 tied) WorstAcceleration10.97 s (27/27) WorstDisplacement50,897 t (27/27) WorstNo torpedoes (22 of 27 in cohort)
See 21 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.

Main battery caliber356 mm(21/27) Main battery range15.97 km(15/27) Main battery reload27 s(16/27) Sigma1.9(10/27) HE shell damage5,000(20/27) HE fire chance30%(19/27) Secondary DPM (per side)180,000(17/27) HE alpha1,800(20/26) AP velocity823 m/s(9/27) Power-to-weight3.14 hp/t(8/27) Secondary range5 km(15/27) AA range5 km(11/27) Repair charges3(13/27) Bow armor26 mm(11/26) Stern armor26 mm(11/26) Deck armor100 mm(19/26) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(24 of 27 tied at this value) NormAP auto-bounce angle60°(24 of 27 tied at this value) NormRepair heal rate0.5 %/s(17 of 27 tied at this value)

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

Repair 3Fighter
Survivability
Hit PointsInitial: 58,900 → 64,500
Displacement50,897 t
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 resistanceInitial: 26.6% → 30%
Fire duration60 s
Torp Reduction23%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14515/30·(11−2)/1000 + 2)·30 = 190.6 m
190.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 190.6 × 0.6 = 114.4 m
114.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 190.6 × 0.332 (σ=1.9) = 63.2 m
63.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 114.4 × 0.331 (σ=1.9) = 37.9 m
37.9 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage5,000
HE Velocity861 m/s
Fire Chance30%
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
Base HE DPM
ƒ40,000 HE full-salvo alpha x 60 / 30 s base reload = 80,000.
80,000
Base fires/min
ƒ8 HE shells x 60 / 30 s reload x 30% fire chance = 4.8.
4.8
AP shells
AP Damage9,500
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2545 × 680.4^0.69 × 0.356^-1.07 × 823^1.38 = 730.3 mm. Matches the in-game spec card.
730.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 486.8 m/s: 1e-7 × 2545 × 680.4^0.69 × 0.356^-1.07 × 486.8^1.38 = 353.8 mm.
353.8 mm
AP full-salvo alpha
ƒ9,500 AP damage x 8 broadside guns = 76,000.
76,000
Base 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, 8,000 dmg
Strike reload30 s
Launch arc-60° to 60°
Airstrike 2
Plane HP3,500
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 8,000 dmg
Strike reload30 s
Launch arc-60° to 60°
AA Defense
AA mount points46
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (62×3.5×0.75) + (80×3.5×0.7) + (48×3.5×0.75) = 485. 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.
485
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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)4×1 127mm
127 mm Mk32 (DP)6×2 127mm
Far aura
DPS
ƒIncludes 48 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
48
Range5 km
Medium aura
DPS62
Range3.5 km
Total DPS in Aura
ƒFar 48 + Medium 62 = 110
110
Near aura
DPSInitial: 84 → 80
Range2 km
Total DPS in Aura
ƒFar 48 + Medium 62 + Near 80 = 190
190
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
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)
Caliber127 mm
Reload time3 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
127 mm Mk32 (×6)
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 160,000 hp
Engine power160,000 hp
Maximum speed30 kt
Turning circle radius760 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.4× drags
Concealment
Detectability by sea14.25 km
Detectability by air11.4 km
Smoke firing penalty12.34 km
Detect after firing main guns14.25 km
Detect Fire Sea16.25 km
Detect Fire Air14.4 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 2 squadron size
Observation Seaplane3 charges · 200 s reload · 40 s active · 1 squadron size · +20% main-battery range bonus
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 shift29.6 → 21.1 s
  • Close-range AA DPS112 → 142
  • Maximum AA range3.1 → 3.5 km
  • Turret traverse4 → 8 °/s
Fire controlUpgrade
  • Main battery range14,515 → 15966.5 m

See all derived stats

Show

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

Main battery formulas

Shell Grouping (σ)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp190.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14515/30·(11−2)/1000 + 2)·30 = 190.6 m
Max Vert Disp114.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 190.6 × 0.6 = 114.4 m
Med Horiz Disp63.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 190.6 × 0.332 (σ=1.9) = 63.2 m
Med Vert Disp37.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 114.4 × 0.331 (σ=1.9) = 37.9 m
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close730.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2545 × 680.4^0.69 × 0.356^-1.07 × 823^1.38 = 730.3 mm. Matches the in-game spec card.
AP Pen Far353.8 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 486.8 m/s: 1e-7 × 2545 × 680.4^0.69 × 0.356^-1.07 × 486.8^1.38 = 353.8 mm.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha40,000
5,000 HE damage x 8 broadside guns = 40,000.
AP full-salvo alpha76,000
9,500 AP damage x 8 broadside guns = 76,000.
Base HE DPM80,000
40,000 HE full-salvo alpha x 60 / 30 s base reload = 80,000.
Base AP DPM152,000
76,000 AP full-salvo alpha x 60 / 30 s base reload = 152,000.
Base shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Base fires/min4.8
8 HE shells x 60 / 30 s reload x 30% fire chance = 4.8.

AA defense

Close-range AA DPS485
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (62×3.5×0.75) + (80×3.5×0.7) + (48×3.5×0.75) = 485. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1592
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 typeImproved (50%) + Standard
This 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.
127 mm × 4 dispersion typeImproved (50%, Massachusetts type)
Max dispersion = range (km) × 27 + 30 for this family. Slope is set per gun model in the binary.
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 in the binary.
127 mm × 6 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
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: 4×1 127 mm (2/side) × 60/3 × 1800 = 72,000 + 6×2 127 mm (6/side) × 60/6 × 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).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
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
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.

Armor

Hull HP 58,90064,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–40 mm)2,000 (3% of HP)
Overmatched by 380mm+ (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 at T VIIAngle 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+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel406 mm primary (range 16–406 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
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 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 (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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

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

Nerf ×14Main Battery ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Air Support: Special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
  • Hidden Hand: Airstrike-launched torpedo damage penalty deepened: now -25/22/18/15% (was -20/17/13/10%).
Read the full official post
2025-10-30

Ministry of Balance: Preparing for Winter

  • Note that these changes don't apply to battlecruisers such as Rooke and Prinz Heinrich as their design intentionally features thinner-than-standard plating.
  • In addition, a few other ships have received minor armor updates that won't affect gameplay:
Read the full official post
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.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.