World of Warships: Legends ship guide

Also known as En. Gabolde

Enseigne Gabolde

Also called: 加博尔德海军少尉 Beta
France · Tier II · Destroyer · Premium
Torpedo destroyerBuilt around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use
  • Avoid: Holding 7-km torpedoes for a perfect shot
Key characteristics
Torpedoes (7 km)Engine BoostClose-range AP brickFast turret traverseDeep-fuse APSlow
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Community Data

Enseigne Gabolde Community Stats

Across 680+ Standard battles from 180+ players, Enseigne Gabolde averages a 67% win rate, 28,400 damage and 1.5 kills per battle, and survives 43% of them.

Community Data

Enseigne Gabolde Community Stats

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

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Playstyle

Overview

Enseigne Gabolde is a Tier II French torpedo destroyer. The kit is torpedo spam rather than gun trades: put fish into lanes the enemy has to cross and let the guns fill the gaps between reloads. 7 km of reach on a 35 s reload sets how often she can put a wave into a lane. Standout traits: close-range AP pen in T2 DDs (115.5 mm, 3rd of 21) and long-range AP brick in T2 DDs (40.2 mm, 3rd of 21). The trade is top speed in T2 DDs (31 kt, 21st of 23).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use. The 7 km reach lets you seed those lanes early, but these fish are spotted well out and give a target about 8.6 s of warning, so they earn their damage by denying space and forcing turns rather than by catching anyone unaware. Aim where a ship must go, not where it is, and stay unspotted between waves. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. She is genuinely evasive in both phases of a turn, answering the helm in 2 s and carving a 450 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Holding 7-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Engine Boost

+20% speed (about +6.2 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY ↗
  • Close-range AP brick · 115.5 mm
  • Long-range AP brick · 40.19 mm
  • Fast turret traverse · 20°/s
  • Deep-fuse AP · 0.03 s
  • Heavy-pen AP
Saturates bow fast ↗

600 HP bow pool, top decile of T2 DDs. A small pool saturates quickly, after which bow-on penetrations do about a tenth -- angle and they stop mattering.

Slow for the class ↗

31 kt, bottom quartile of T2 DDs. Hard to rotate flanks or disengage; commit positioning early.

Visible torps ↗

1.2 km torpedo detect, worst of T2 DDs. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get Enseigne Gabolde

Enseigne Gabolde is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Free reward.

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

Official WG availability sources
  • Vive la France: Bastille Day in Legends Free reward Start: 2025-07-14
    • Check out the Steel of the Republic chained bundle, which includes Tier II destroyer En. Gabolde, available for free; a French Commander crate, available for credits; a Summer Big Crate, available for Global XP; and Tier VII battleship Flandre at 30% off.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Charles BléryLouis ViolettePhilippe Auboyneau

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

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Where Enseigne Gabolde sits among Tier II DDs (22 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

LongestAP fuse timer0.025 s (1 of 3 tied) Top 10%Rudder shift2 s (3/23) Top 10%Time to 90% speed13.6 s (3/23) Top 10%Displacement835 t (3/23) Top 25%Turning circle450 m (5/23) Bottom 25%Hit points7,600 HP (19/23) Bottom 25%Max speed31 kt (21/23) Bottom 25%Main battery caliber100 mm (19/23) Bottom 25%HE shell damage1,400 (19/23) Bottom 25%AP shell damage1,600 (17/21) Bottom 25%Engine power20,000 hp (19/23) Bottom 25%Power / turn radius44.4 hp/m (19/23) WorstNo AA (6 of 23 in cohort) WorstTorpedo reaction time8.6 s (1 of 3 tied)
See 24 mid-pack stats

Not standouts for Enseigne Gabolde -- 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.

Concealment5.55 km(11/23) Smoke fire bloom2 km(13/23) Air detection2.78 km(11/23) Main battery range8.75 km(9/23) Main battery reload5.2 s(15/23) HE fire chance6%(11/23) Fires per minute2.04(15/23) HE DPM47,676(17/23) AP DPM54,486(13/21) Main dispersion80.6 m(15/23) AP velocity780 m/s(15/21) HE velocity780 m/s(17/23) Acceleration (0-12 kt)5 s(11/23) AP arming threshold17 mm(10/21) Power-to-weight23.95 hp/t(9/23) Torpedo range6.99 km(13/23) Torpedo damage≈6,633(15/23) Torpedo speed52 kt(15/23) Torpedo reload35 s(10/23) Max armor10 mm(11/23) Citadel belt10 mm(11/23) NormAP ricochet start45°(20 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit Points7,600
Displacement835 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.
82.7 x 8.6 m (ship-model figure)
Armor range6–10 mm
Plate armor thicknesses6, 9, 10 mm
Armor material/layer entries22
Fire resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 7,600 HP = 684 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 7,600 HP = 760 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
3,800
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
2,300
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), 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.
600
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,700 = 11,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 200 = 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.
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 × 400 = 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.
400
Main Battery
ModuleArtillery: 100 mm/45 Mle 1921
Mounts / barrels3 mounts / 3 barrels
Reload time5.2 s
Firing range8.8 km
Turret traverse20 °/s
Turret armor3 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 ±129°, ±140°
Guns to bear
ƒ180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 129° (the most restricted forward-facing mount's arc) = 51° off stern. 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.
40° off bow / 51° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (8.8 km) shells land in an ellipse about 81 m wide and 48 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(875330·8−0.51000+0.5)·30=80.6m
80.6 m at 8.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =80.6·0.6=48.4m
48.4 m at 8.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =80.6·0.62=24.2m
24.2 m at 8.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =48.4·0.62=14.5m
14.5 m at 8.8 km
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒ3 broadside guns x 60 / 5.286 s (5.2 s = 37 ticks) base reload = 34.1.
34.1
HE shells
HE alpha1,400
HE Velocity780 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,400 HE damage x 3 broadside guns = 4,200.
4,200
HE DPM
ƒ4,200 HE full-salvo alpha x 60 / 5.286 s (5.2 s = 37 ticks) base reload = 47,676.
47,676
Fires/min
ƒ34.1 shells/min × 0.06 (6% fire chance) = 2.04.
2.04
AP shells
AP alpha1,600
AP Velocity780 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
6 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2100·13.50.69·0.1−1.07·7801.38=145.6mm.
145.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.8 km), where the shell has slowed to 306.9 m/s: P=10−7·2100·13.50.69·0.1−1.07·306.91.38=40.2mm.
40.2 mm at 8.8 km
AP full-salvo alpha
ƒ1,600 AP damage x 3 broadside guns = 4,800.
4,800
AP DPM
ƒ4,800 AP full-salvo alpha x 60 / 5.286 s (5.2 s = 37 ticks) base reload = 54,486.
54,486
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
3
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time35 s
Projectile speed52.0 kt
Range6.99 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=19,900·0.333=6,633. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 6,633
Maximum damage (ammunition)
ƒ19,900 warhead alpha / 3 + 800 blast = 7,433. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
7,433
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
800
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km52 kt×2.6855=8.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.15 per hit, shown as 1.15×100=115%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
115%
Torpedo launcher traverse25 °/s
Launch arcscentreline 282°, 284°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming170 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 6,633 = 26,532. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
26,532
Maneuverability
Engine power20,000 hp
Maximum speed31.0 kt
Turning circle radius450 m
Rudder shift time2 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 31 / 4 + 4.9 = 12.7 kt. Base value; speed modifiers scale it.
12.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
12.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.9 kt of 31.0 kt).
13.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.7 kt of 31.0 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.
22.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 20 − 8.9 = +11.1°/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 (+11.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.55 km x 0.955 = 5.3 km. Camouflage does not change detectability by air.
5.55 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.55 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.3 km.
5.3 km
Detectability by air2.78 km
Smoke firing penalty2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.55 km) = 8.75 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
8.75 km
Detect when firing (air)
ƒAir detectability 2.78 km + gun-firing bloom 2 km = 4.78 km. The bloom tracks main-battery caliber 100 mm × 0.020 = 2 km.
4.78 km
Detect when on fire (sea)
ƒSea detectability 5.55 km + 2.0 km while burning = 7.55 km.
7.55 km
Detect when on fire (air)
ƒAir detectability 2.78 km + 3.0 km while burning = 5.78 km.
5.78 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
AP pen 5 km68 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 =10−7·2100·13.50.69·0.1−1.07·447.11.38=68mm, where 447.1 m/s is the shell's speed when it arrives at 5 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)3
3 mounts × 1 barrels = 3; all 3 bear on the broadside.

Model inputs

Krupp (AP)2,100
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 mass13.5 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 coefficient0.3143
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity780 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity780 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time8.6 s
1200 m / (52.0 kt × 2.6855) = 8.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed52.0 kt
Travel time to max range50.1 s
6990 m / (52.0 kt × 2.6855) = 50.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
2 launchers × 2 tubes.
Per-side salvo4 torpedoes
2 launchers × 2 tubes = 4, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage26,532
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 6,633 = 26,532. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
Open in Charting Tool

Ship Charts

Background

An experimental destroyer equipped with a new type of turbine. The ship was laid down before the start of World War I, and completed after the war ended. Based on the experience gained during wartime, the ship was armed with more powerful armament - in particular, formidable 550 mm torpedo tubes.

Armor Beta

Hull HP 7,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

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

Farming6 mm

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

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–9 mm)600 (8% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Stern6 mm primary (range 6–9 mm)400 (5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm primary (range 6–10 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.
Superstructure9 mm200 (3% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP3,800 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Rudder (module)separate HP pool, does not drain ship HP2,300 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Exteriors

Skins & permanent camouflages

Every custom exterior Enseigne Gabolde can equip.

  • Enseigne Gabolde 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.