World of Warships: Legends ship guide

Exeter B

Beta
U.K. · Tier V · Cruiser · Premium · Exeter Variant
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Use islands, smoke or concealment windows, and cap-adjacent lanes where you can influence fights while…
  • Avoid: Do not mistake utility for survivability; once focused in open water, British cruisers can lose health…
Key characteristics
2 sigma accuracySmoke + SonarDefensive AAStiff AP fuse
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Community Data

Exeter B Community Stats

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Playstyle

Overview

Exeter is a Tier V British premium cruiser best treated as a British cruiser that supports destroyers, controls vision lanes, and wins through careful positioning rather than raw armor. Its value comes from choosing safe firing lanes, punishing exposed targets, and using mobility or cover before battleship focus locks on.

Positioning

Use islands, smoke or concealment windows, and cap-adjacent lanes where you can influence fights while keeping a disengage path. Choose cover, kiting lanes, or flank angles that let the main battery work while torpedoes remain a close-range deterrent rather than the whole plan.

Potato Avoidance

Mistake utility for survivability

Once focused in open water, British cruisers can lose health faster than they can influence the fight. The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Signature Traits

Long-reach AA

5.0 km AA reach, best of T5 CAs.

Sharp rudder

6.1 s rudder shift, top decile of T5 CAs. Snappy weave.

Big-caliber overmatch

14.2 mm overmatch threshold, top decile of T5 CAs. Punishes bow-tanking ships peers can't crack.

Long-range sonar

5.7 km Sonar ship-detection range, top decile of T5 CAs. Lights DDs and torpedoes inside the bubble.

Stiff AP fuse

34.0 mm AP arming threshold, bottom decile of T5 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Low AP DPM

151667 AP DPM, bottom decile of T5 CAs. Citadel windows matter more than spam.

Acquisition

How to get Exeter B

Exeter B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Belfast, AL Cheshire, and AL Neptune are useful British cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

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Commanders frequently paired with this ship AL BelfastAL CheshireAL Neptune

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Cohort position

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Where Exeter B sits among Tier V CAs (30 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.

BestRudder shift6.1 s (1/30) BestAP fuse timer0.03 s (1 of 12 tied) BestAA range5 km (1 of 11 tied) Top 10%Acceleration8.6 s (3/29) Top 25%Stealth profile10.98 km / 6.59 km (7/30 / 7/30) Top 25%Main battery caliber203 mm (7/30) Top 25%Secondary DPM (per side)120,000 (5/27) Top 25%Torpedo damage≈14,767 (7/26) Top 25%Max armor140 mm (5/30) Bottom 25%Max speed32 kt (24/30) Bottom 25%Fires per minute5 (23/28) Bottom 25%HE DPM95,000 (25/28) Bottom 25%AP arming threshold34 mm (25/30) Bottom 25%AA DPS151 (27/30) Bottom 25%AA threat507 (26/30) Bottom 10%AP DPM151,667 (29/30) WorstSecondary range4 km (1 of 9 tied)
See 22 mid-pack stats

Not standouts for Exeter B -- 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 points29,400 HP(20/30) Traverse-to-turn ratio5.51 ×(15/30) Main battery range14.26 km(23/30) Main battery reload10.8 s(19/30) Sigma2(15/30) AP shell damage4,550(9/30) Main dispersion131.4 m(19/30) HE alpha1,500(13/27) Secondary fire chance6%(15/27) Secondary HE pen17 mm(15/27) AP velocity855 m/s(15/30) HE velocity855 m/s(14/28) Engine power80,000 hp(20/30) Turn-speed retention123.1 hp/m(17/30) Displacement10,660 t(15/30) Power-to-weight7.5 hp/t(21/30) Torpedo range8.01 km(15/26) Torpedo speed61 kt(12/26) Torpedo reload72 s(10/26) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value) NormRepair heal rate0.5 %/s(5 of 7 tied at this value)
Survivability
Hit Points29,400
Displacement10,660 t
Armor range6–140 mm
Plate armor thicknesses6, 13, 16, 19, 20, 25, 30, 38, 72, 76, 140 mm
Armor material/layer entries44
Fire resistance23.3%
Fire duration30 s
Torp Reduction4%
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.
14,700
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.
8,800
Main Battery
ModuleArtillery: 203 mm/50 BL Mk VIII
Mounts / barrels3 mounts / 6 barrels
Reload time12 s
Firing range14.3 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1425730·81.11000+1.1)·30=131.4m
131.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =131.4·0.6=78.8m
78.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =131.4·0.32(σ=2)=42m
42 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.8·0.32(σ=2)=25.2m
25.2 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ6 broadside guns x 60 / 12 s base reload = 30.
30
HE shells
HE Damage2,850
HE Velocity855 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 6 broadside guns = 17,100.
17,100
Base HE DPM
ƒ17,100 HE full-salvo alpha x 60 / 12 s base reload = 85,500.
85,500
Base fires/min
ƒ6 HE shells x 60 / 12 s reload x 15% fire chance = 4.5.
4.5
AP shells
AP Damage4,550
AP Velocity855 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·116.10.69·0.2031.07·8551.38=390.9mm. Matches the in-game spec card.
390.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.8 km), where the shell has slowed to 350 m/s: P=107·2400·116.10.69·0.2031.07·3501.38=114mm.
114 mm
AP full-salvo alpha
ƒ4,550 AP damage x 6 broadside guns = 27,300.
27,300
Base AP DPM
ƒ27,300 AP full-salvo alpha x 60 / 12 s base reload = 136,500.
136,500
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.
25
Torpedoes
ModuleTorpedoes: 533 mm TR Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time72 s
Projectile speed61 kt
Range8.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=44,300·0.333=14,767.
≈ 14,767
Torpedo detectability1.3 km
Flooding chance265%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,767 = 44,301.
44,301
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.9) + (3×3.5×0.85) + (18×3.5×0.9) = 151. 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.
151
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Vickers 2-pdr. Mk VIII2×8 40mm
12.7 mm Mk III2×4 13mm
102 mm/45 QF Mk XIX (DP)4×2 102mm
Far aura
DPS
ƒIncludes 18 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
18
Range5 km
Medium aura
DPS27
Range2.5 km
Total DPS in Aura
ƒFar 18 + Medium 27 = 45
45
Near aura
DPS3
Range1.2 km
Total DPS in Aura
ƒFar 18 + Medium 27 + Near 3 = 48
48
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed32 kt
Turning circle radius650 m
Engine power-boost threshold30.7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (28.8 kt of 32). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(80,00010,660)0.42=2.3315; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·1.75+drag(v)v<30.69 ktP(t)+drag(v)v30.69 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=8.6s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
8.6 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (31.7 kt of 32). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=24.5s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
24.5 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·32.0·0.5144650=1.45°/s, so ratio=ωturretωhull=81.45=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea10.98 km
Detectability by air6.59 km
Smoke firing penalty6.06 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.98 km
Detect Fire Sea12.98 km
Detect Fire Air9.59 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 112 s active · 5.7 km ship detect · 3.97 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 99 s cloud active
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp131.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14257}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 131.4\,\text{m}$
Max Vert Disp78.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 131.4 \cdot 0.6 = 78.8\,\text{m}$
Med Horiz Disp42 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 131.4 \cdot 0.32\;(\sigma = 2) = 42\,\text{m}$
Med Vert Disp25.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 78.8 \cdot 0.32\;(\sigma = 2) = 25.2\,\text{m}$
AP Pen Close390.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 855^{1.38} = 390.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far114 mm
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 350 m/s: $P = 10^{-7}\cdot 2400 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 350^{1.38} = 114\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha17,100
2,850 HE damage x 6 broadside guns = 17,100.
AP full-salvo alpha27,300
4,550 AP damage x 6 broadside guns = 27,300.
Base HE DPM85,500
17,100 HE full-salvo alpha x 60 / 12 s base reload = 85,500.
Base AP DPM136,500
27,300 AP full-salvo alpha x 60 / 12 s base reload = 136,500.
Base shells/min30
6 broadside guns x 60 / 12 s base reload = 30.
Base fires/min4.5
6 HE shells x 60 / 12 s reload x 15% fire chance = 4.5.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage88,602
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,767 = 88,602.
Per-side salvo damage44,301
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,767 = 44,301.

AA defense

Close-range AA DPS151
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.9) + (3×3.5×0.85) + (18×3.5×0.9) = 151. 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 index507
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 range1.2 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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)120,000
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Exeter B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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