World of Warships: Legends ship guide

G-101 Alpha

BetaAlpha Tester
Germany · Tier III · Destroyer · Premium
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 5.5 km detection
  • Avoid: Burning the 5.5 km concealment advantage on guns
Key characteristics
2 sigma accuracyHigh AP DPMSmokeEngine BoostWeak AA

Variant of G-101

Cosmetic-only variant of G 101. Identical to G 101 on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.

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Community Data

G-101 Alpha Community Stats

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Playstyle

Overview

G-101 Alpha is a Tier II German stealth-leaning destroyer with strong surface detection (5.5 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best high HP pool in T2 DDs (11,000 HP) and best fire resistance in T2 DDs (10).

Positioning

Hold concealment edges on the contested cap at 5.5 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 5.5 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

AP DPM machine

153333 AP DPM, best of T3 DDs. Punishes broadsides.

Hardened superstructure

10.0 mm superstructure, best of T3 DDs. HE farms less.

High HP pool

11000.0 HP, top decile of T3 DDs.

Short gun range

9.1 km main battery reach, bottom decile of T3 DDs. Outranged by peers; close distance or lean on terrain.

Weak AA

10.0 AA DPS, bottom decile of T3 DDs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get G-101 Alpha

G-101 Alpha is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

AL Z24, Blue Furiora, and Erich Bey are useful German destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship AL Z24Erich Bey

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where G-101 Alpha sits among Tier III DDs (11 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMain battery reload3.6 s (1 of 2 tied) BestAP DPM153,333 (1 of 2 tied) Top 10%Hit points11,000 HP (2/11) Top 10%Stealth profile5.53 km / 2.77 km (2/11 / 2/11) Top 25%Fires per minute3.33 (3/10) Top 25%Torpedo reload42 s (3/11) Bottom 25%HE velocity715 m/s (9/10) Bottom 25%Displacement1,734 t (10/11) WorstMain battery range9.1 km (11/11) WorstHE shell damage1,200 (1 of 2 tied) WorstPower-to-weight16.15 hp/t (11/11) WorstAA DPS10 (11/11) WorstAA range1 km (11/11) WorstAA threat10 (11/11) WorstTorpedo speed54 kt (1 of 2 tied) WorstCitadel belt10 mm (1 of 5 tied)
See 17 mid-pack stats

Not standouts for G-101 Alpha -- 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.

Max speed33.5 kt(9/11) Rudder shift2.9 s(9/11) Traverse-to-turn ratio5.27 ×(4/11) Main battery caliber105 mm(7/11) HE fire chance5%(8/10) HE DPM80,000(5/10) Main dispersion83.2 m(9/11) AP velocity715 m/s(7/9) Acceleration17.3 s(8/11) AP arming threshold18 mm(5/9) Engine power28,000 hp(6/11) Turn-speed retention53.8 hp/m(7/11) Torpedo range6.99 km(6/11) Torpedo damage≈9,800(7/11) Max armor13 mm(6/11) Deck armor13 mm(5/11) NormAP fuse timer0.01 s(8 of 9 tied at this value)
Survivability
Hit Points11,000
Displacement1,734 t
Armor range10–13 mm
Plate armor thicknesses10, 13 mm
Armor material/layer entries25
Fire resistance10%
Fire duration30 s
Torp Reduction0%
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.
5,500
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.
3,300
Main Battery
ModuleArtillery: 105 mm Tbts LC/16
Mounts / barrels4 mounts / 4 barrels
Reload time4 s
Firing range9.1 km
Turret traverse10 °/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 =(910030·80.51000+0.5)·30=83.2m
83.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.2·0.6=50m
50 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =83.2·0.32(σ=2)=26.6m
26.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =50·0.32(σ=2)=16m
16 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
HE shells
HE Damage1,200
HE Velocity715 m/s
Fire Chance5%
HE penetration
ƒ18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
18 mm
HE full-salvo alpha
ƒ1,200 HE damage x 4 broadside guns = 4,800.
4,800
Base HE DPM
ƒ4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
72,000
Base fires/min
ƒ4 HE shells x 60 / 4 s reload x 5% fire chance = 3.
3
AP shells
AP Damage2,300
AP Velocity715 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold18 mm
AP overmatch
ƒfloor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1870·18.20.69·0.1051.07·7151.38=134.1mm. Matches the in-game spec card.
134.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (11.4 km), where the shell has slowed to 233.6 m/s: P=107·1870·18.20.69·0.1051.07·233.61.38=28.6mm.
28.6 mm
AP full-salvo alpha
ƒ2,300 AP damage x 4 broadside guns = 9,200.
9,200
Base AP DPM
ƒ9,200 AP full-salvo alpha x 60 / 4 s base reload = 138,000.
138,000
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.
3
Torpedoes
ModuleTorpedoes: 500 mm
Launchers / tubes4 launchers × 2 tubes = 6 tubes
Reload time42 s
Projectile speed54 kt
Range6.99 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=29,400·0.333=9,800.
≈ 9,800
Torpedo detectability1 km
Flooding chance173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming167 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
58,800
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
7.92 mm MG 082×1 8mm
Near aura
DPS3
Range1 km
Maneuverability
Engine moduleEngine: 28,000 hp
Engine power28,000 hp
Maximum speed33.5 kt
Turning circle radius520 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (30.2 kt of 33.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(28,0001,734)0.42=3.2167; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=17.3s. 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.
17.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (33.2 kt of 33.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=29.5s. 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.
29.5 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·33.5·0.5144520=1.90°/s, so ratio=ωturretωhull=101.90=5.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.3× slow
Concealment
Detectability by sea5.53 km
Detectability by air2.77 km
Smoke firing penalty2 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.53 km
Detect Fire Sea7.53 km
Detect Fire Air5.77 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 53 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

Show

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 Disp83.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9100}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 83.2\,\text{m}$
Max Vert Disp50 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 83.2 \cdot 0.6 = 50\,\text{m}$
Med Horiz Disp26.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 83.2 \cdot 0.32\;(\sigma = 2) = 26.6\,\text{m}$
Med Vert Disp16 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 50 \cdot 0.32\;(\sigma = 2) = 16\,\text{m}$
AP Pen Close134.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 715^{1.38} = 134.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far28.6 mm
Same formula at the ship's max firing range (11.4 km), where the shell has slowed to 233.6 m/s: $P = 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 233.6^{1.38} = 28.6\,\text{mm}$.
HE penetration18 mm
18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha4,800
1,200 HE damage x 4 broadside guns = 4,800.
AP full-salvo alpha9,200
2,300 AP damage x 4 broadside guns = 9,200.
Base HE DPM72,000
4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
Base AP DPM138,000
9,200 AP full-salvo alpha x 60 / 4 s base reload = 138,000.
Base shells/min60
4 broadside guns x 60 / 4 s base reload = 60.
Base fires/min3
4 HE shells x 60 / 4 s reload x 5% fire chance = 3.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed54 kt
Travel time to max range49.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
4 launchers x 2 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage58,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
Per-side salvo damage58,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.

AA defense

Close-range AA DPS10
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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 range1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index10
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 km

Armor Beta

Hull HP 11,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern10 mm

Overmatched by 94+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,300 (12% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm primary (range 10–13 mm)1,500 (14% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure10 mm primary (range 10–13 mm)500 (5% 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 HP5,500 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.
AA mount (8 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 HP3,300 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior G-101 Alpha can equip, from in-game data.

  • G-101 Alpha default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision

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